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There is a Legacy version here.

Nuglub

The “towering” hunchbacked nuglubs are among the largest gremlins, though they're not even 3 feet tall. They have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. They spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps.

Elite | Normal | Weak
Proficiency without Level

NuglubCreature 2

Small Fey Gremlin 
Source Feybound pg. 114
Recall Knowledge DC 16 • Fey (Nature)
Perception +5; darkvision
Languages Fey, Sakvroth
Skills Acrobatics +8, Crafting +5 (+7 to craft traps), Intimidation +7, Stealth +8
Str +1, Dex +4, Con +3, Int -1, Wis -1, Cha +1
AC 17; Fort +9, Ref +10, Will +5
HP 34; Weaknesses cold iron 2
Kneecapper [reaction] Trigger A Medium or smaller creature within the nuglub's reach leaves a square during its move action; Effect The nuglub lashes out at the triggering creature's knees and tries to knock it prone. The nuglub attempts an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone.
Speed 30 feet, climb 20 feet
Melee [one-action] bite +11 [+6/+1] (finesse), Damage 1d8+1 piercing plus GrabMelee [one-action] claw +11 [+7/+3] (agile, finesse), Damage 1d6+1 slashingPrimal Innate Spells DC 18; 2nd shatter; 1st grease, thunderstrike; Cantrips (1st) prestidigitation
Vicious Attack A nuglub’s Strikes deal an additional 1d6 precision damage to off-guard targets, or 1d10 if the target is prone.

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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