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Gremlin, Wightlin
A tattered, half-skeletal mockery covered with remnants of melted flesh, its parts floating independently of the rest.
CR 3; XP 800
CE Tiny Undead
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 27 (6d8)
Fort +2; Ref +6; Will +6
Defensive Abilities channeling resistance +2, evasion; Immune undead
Offense
Speed fly 30 ft. (good)
Melee 2 claws +6 (2d4), bite +6 (1d3)
Ranged improvised projectile +10 (1d3)
Space 2-1/2 ft.; Reach 0 ft. (15 ft. with claws)
Special Attacks frantic lashing
Statistics
Str 10, Dex 18, Con —, Int 11, Wis 13, Cha 11
Base Atk +4; CMB +6 (+10 frantic lashing); CMD 16
Feats Combat Reflexes, Flyby Attack, Throw Anything
Skills Fly +21, Perception +10, Sleight Of Hand +10, Stealth +21
Language understands Undercommon
Ecology
Environment urban, underground
Organization solitary, pair, trio
Treasure standard
Special Abilities
Frantic Lashing (Ex) When a wightlin hits with an attack of opportunity, it can attempt one of dirty trick, disarm, steal, sunder, or trip combat maneuvers as a free action with a +4 bonus.
Wightlins are gremlins that were killed during their antics but were drawn back from beyond the death by their undiluted malice. The death only succeeded in making them even more cruel and vicious. Their presence tends to scare off other gremlins, though, but that is rarely seen as change for better.
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