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There is a Legacy version here.

Vexgit

Vexgits are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever they move. They delight in sabotaging the works of other creatures, often turning these works into dangerous hazards. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become death traps, filled with portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging avalanches of gears.

Elite | Normal | Weak
Proficiency without Level

VexgitCreature 1

Tiny Fey Gremlin 
Source Feybound pg. 114
Recall Knowledge DC 15 • Fey (Nature)
Perception +6; darkvision
Languages Fey, Sakvroth
Skills Acrobatics +7, Athletics +6, Crafting +6 (+8 to craft traps), Nature +6, Stealth +5 (see clacking exoskeleton), Thievery +7
Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +0
Clacking Exoskeleton A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit’s attempts to Sneak.
Items maul
AC 15; Fort +5, Ref +9, Will +6
HP 24; Weaknesses cold iron 2
Speed 20 feet, climb 20 feet
Melee [one-action] maul +8 [+3/-2] (shove), Damage 1d12+1 bludgeoning plus destructive smashMelee [one-action] bite +11 [+7/+3] (agile, finesse), Damage 1d6+1 piercingPrimal Innate Spells DC 17; 1st alarm; Cantrips (1st) prestidigitation
Destructive Smash A vexgit's maul Strike against an object treats that object's Hardness as 5 less.Gremlin Snare [three-actions] (primal) Frequency once per hour; Effect The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. The snare is constructed in an adjacent unoccupied square. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes.Speedy Sabotage When a vexgit succeeds at a check to Disable a Device, they gain an additional success toward disabling a complex device.Touch of Rust [two-actions] (attack, metal, primal) Frequency once per hour; Effect The vexgit makes an attack with a +9 modifier against a creature within reach. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. The vexgit can also target an unattended metal item, automatically hitting and dealing this damage. If a creature uses Shield Block with a metal shield against this attack, the shield is automatically broken, but no other item is rusted on that attack.

All Monsters in "Gremlin"

NameLevel
Durtik3
Fuath1
Gnagrif2
Gremlin Swarm4
Grimple-1
Grimple Guards-1
Haniver-1
Hobkins0
Jinkin1
Mitflit-1
Monaciello1
Nuglub2
Pugwampi0
Scrit0
Very Drunk Jinkin-1
Vexgit1

Gremlin

Source Monster Core pg. 180
Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life in the Universe, finding distinct niches for their inventive destructiveness. Nearly all gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the slightest, carefully targeted nudge from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom stronger gremlins derisively call “baggies.”

Sidebar - Treasure and Rewards Gremlin “Treasure”

All gremlins are hoarders, and their nests are cluttered with objects both valuable and worthless. Sorting through a gremlin nest can reveal unexpected treasures like pieces of jewelry or minor magic items, but care must also be taken to avoid being cut on rusty shards of metal, taking cursed items, or disturbing a hidden nest of venomous vermin.

Sidebar - Additional Lore Gremlin Bells

Superstitious societies sometimes hang tiny bells made of semiprecious metals in the belief that such bells will dissuade gremlins from destroying an affixed object or infesting a home. Strangely enough, most gremlins believe this superstition as well, and even when a gremlin bell hasn't been magically enhanced, a gremlin usually won't risk tinkering with objects that have been protected in this manner.

Sidebar - Additional Lore Gremlin Games

When gremlins gather, one challenge always presents itself: figuring out which gremlin should be in charge. Sometimes, this is resolved by a simple rule, “the biggest and meanest gremlin is the boss,” but there are other ways. Sometimes, a gremlin takes command on the merits of a really impressive and complicated act of sabotage. Other times, the group plays a rousing game of Screaming Mortal. Gremlins take turns scaring random mortals, and whoever can make a victim scream or swear the loudest earns the title of Gremlin King. Regardless of the result, each gremlin believes in their heart of hearts that they're the one in charge.

Sidebar - Additional Lore The Gremlin Way

“Everything that can go wrong, will go wrong if I have anything to say about it.” If gremlins can be said to have a philosophy, it is this. No one knows who first coined this saying, and over the eons, variants that leave off the final clause have spread to other societies, where it's much beloved by cynics and all who study complex systems, social or mechanical. To gremlins, this mantra verges on a religion, and many seek to embody it with all their actions. Besides, following the saying is a lot of fun—if you're of a gremlin-ish disposition.

Shelyn's Corner

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