2020-10-30

Fantasy NPC: Terrakhett-Nammar

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Terrakhett-Nammar

A tall and a bit gaunt woman with red skin covered in geometric tattoos. Proportions of her her body are a bit off, with her limbs and her face feeling too thin and too long in comparison to her torso.

CR 4; 1,200 XP
Female tiefling tattooed occultist 5
LE Medium Outsider (native)
Init +3Senses darkvision 60 ft.Perception +8

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 41 (5d8+15)
Fort +7, Ref +5, Will +5
DR 2/silver; Resist cold 5, electricity 5, fire 5

Offense
Speed 30 ft.
Melee unarmed strike +7 (1d8) or +7/+7 (1d8)
Special Attacks occult fists
Occultist Spells (CL 5th, concentration +9)
2nd (3)—cure moderate wounds, mirror hideaway
1st (5)—cure light wounds, expeditious retreat
0 (at will)—mage hand, stabilize

Statistics
Str 10, Dex 16, Con 14, Int 19, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Extra Mental Focus, Improved Unarmed StrikeB, Weapon Finesse, Weapon Focus (unarmed strike)
Skills Acrobatics +11, Climb +8, Craft (tattoo) +14, Heal +10, Knowledge (nobility) +9, Perception +8, Stealth +13, Swim +8
Language Abyssal, Common, Draconic, Goblin, Infernal
SQ base powers (legacy weapon +1, servitor), body reading (28 total), focus powers (flesh mend, purge corruption, size alteration), healing skill +2/+3, mental focus (11 points), resonant powers (casting focus, physical enhancement), tattooed implements 2 (conjuration, transmutation)

Notable Gear +1 chain shirt, cloak of resistance +1


Born as an unrecognized bastard in a court of an infernally corrupted aristocrat, Terrakhett never knew love and safety. She was raised without clear station, neither a servant nor a highborn, at times treated as one or the other. She never knew poverty, but is well versed in being on a receiving end of cruel aristocratic whims, and a sparse moments of tenderness and generosity.

Her predisposition and training for harnessing healing magic without calling upon gods—deeply disdained at the decadent court—found her a place as the one who tends to dueling injuries, poisoning, and occasional illness. She gathers favors and remembers slights. As a servant she is forbidden from bearing arms, but she can defend herself without them... Petty nobles beaten by an unarmed lowborn are not that likely to complain publicly for the fear of being ridiculed.

Terrakhett typically has 8 points of focus invested into her conjuration tattoo, to be able to deal with necessities of her self-made niche, while the remaining 3 points are invested in the transmutation focus, enhancing her Dexterity to 18 which gives her +1 bonus to initiative, AC, Reflex saving throws, attack rolls, and Dexterity-based skill checks.


2020-10-29

Fantasy NPC: Mikko Suntouch

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Mikko Suntouch

A rather petite halfling in a blue cloak wrapped over silvery-white breastplate.

CR 7; 4,800 XP
Male halfling ninja 2/paladin 6
LG Small Humanoid (halfling)
Init +4Senses normalPerception +13
Aura of courage (10 ft.)

Defense
AC 22, touch 15, flat-footed 18 (+7 armor, +4 Dex, +1 size)
hp 54 (6d10+2d8+8)
Fort +13, Ref +16, Will +12
Defensive Abilities divine grace; Immune disease, fear

Offense
Speed 20 ft.
Melee mwk longsword +7/+2 (1d6–2, 19–20/×2)
Ranged mwk sling +7 (1d3–2)
Special Attacks channel positive energy (3d6, DC 19), lay on hands (11/day, 3d6+3), smite evil (2/day), sneak attack 1d6
Paladin Spells (CL 6th, concentration +12)
1st—lesser restoration (×3)

Statistics
Str 6, Dex 18, Con 12, Int 10, Wis 10, Cha 22
Base Atk +7; CMB +4; CMD 18
Feats Extra Ki, Extra Lay On Hands, Greater Mercy, Ultimate Mercy
Skills Acrobatics +11, Diplomacy +11, Escape Artist +9, Heal +5, Perception +13, Sense Motive +5, Stealth +19, Use Magic Device +11
Language Common, Halfling
SQ divine bond (mount), ki pool (9/day), mercies (disease, fatigue), ninja tricks (vanishing trick)

Notable Gear +1 mithril breastplate, headband of alluring charisma +2


Mikko Suntouch always wanted to be a hero, a champion of good, determined to protect others... His physique was less up to it, though. Not the one to give up in face of obstacles, Mikko sought the way around his disadvantages, combining the arts of stealth and devotion to helping others. He uses his talents to reach people in need, delivering healing, confounding the enemies, and rescuing the innocent.

His custom-made mithril armor was a reward from a duke whose son was brought back to life by Mikko.


2020-10-28

Fantasy NPC: Sergeant Pox

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Sergeant Pox

A stocky, short-haired woman with a face marked by a pox-marks. She wears full suit of the city's watch mail.

CR 6*; 3,200 XP
Old female human warrior 12
LN Medium Humanoid (human)
Init +0Senses normalPerception +3

Defense
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 66 (12d10)
Fort +10, Ref +6, Will +9

Offense
Speed 20 ft. (30 ft. without chain mail)
Melee longsword +12/+7/+2 (1d8)
Ranged composite longbow +12/+7/+2 (1d8)
Item Mastery Spell-Like Abilities (CL 5th)
4/day—cure light wounds**
1/day—lesser restoration (if she had access to magic item constructed with 3rd level healing spell she could use remove blindness/deafness or remove paralysis instead)

Statistics
Str 11, Dex 10, Con 11, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +12; CMD 22
Feats Curative Mastery, Great Fortitude, Lightning Reflexes, Iron Will, Restoration Mastery, Skill Focus (Heal), Skill Focus (Use Magic Device)
Skills Heal +21, Intimidation +16, Knowledge (local) +13, Perception +3, Sense Motive +3, Use Magic Device +19
Language Common, Duc

Notable Gear vest of surgery (she doesn't need healer's kit, once per day she can spend an hour tending to the patient's wounds and to cure 1d4 points of ability damage on a successful DC 20 Heal check)


Sergant Pox is a born survivor, veteran member of the city watch and their unofficial healer. Hardships she had faced during her many years of service rendered her quite gruff and blunt. She is not above speaking her mind and adventurers don't impress her much until they actually prove their worth. Despite her surly demeanor, she feels a strong sense of duty and feeling of responsibility for her subordinates, civilians, and those who are in need of medical help—to hide it (or maybe because she still care) she tends to scold those whose injuries and afflictions she does tend to. Some younger watch members call her "mom"... Never to her face, though.

* the CR reflects her actual capabilities, instead of her class level
** she can combine two uses of cure light wounds spells to cast cure moderate wounds, but she would only do that in extreme circumstances as it is slightly less efficient method of using her masteries


2020-10-27

Fantasy NPC: Zam-Tam-Duq, Doctor Of Arcane Medicine

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Zam-Tam-Duq, Doctor Of Arcane Medicine

A yellow-orange ape in a top hat and a lose dressing gown, both in quite a vivid magenta color, smoking a pipe.

CR 9; 6,400 XP
Male kai-tang witch 10
N Medium Humanoid (simian)
Init +0Senses low-light visionPerception +17

Defense
AC 15, touch 10, flat-footed 10 (+5 armor)
hp 47 (10d6+10)
Fort +8, Ref +5, Will +11

Offense
Speed 20 ft., climb 20 ft.
Melee slam +6 (1d4+1)
Special Attacks slumber (DC 20)
Witch Spells (CL 10th, concentration +15)
5th—break enchantment, reincarnate, teleport
4th—neutralize poison, restoration (×2), secure shelter
3rd—dispel magicremove blindness/deafness, remove disease (×2)
2nd—delay poison, gentle repose, lesser restoration (×3)
1st—mount, remove fear, remove sickness, unseen servant
0 (at Will)—detect magic, light, spark, stabilize

Statistics
Str 12, Dex 10, Con 13, Int 20, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 16
Feats Endurance, Great Fortitude, Improved Familiar, Smart Familiar, Unchained Familiar
Skills Acrobatics +2, Climb +9, Fly +13, Heal +15, Knowledge (arcana) +18, Knowledge (nature) +15, Knowledge (religion) +18, Perception +17, Spellcraft +18
Language Common, Draconic, Kai-Tang, Sylvan, and three other suitable languages
SQ hexes (flight, fortune, healing, major healing, misfortune, slumber)

Notable Gear +2 cloak of resistance (in the form of a short shawl put over the shoulders), +5 dressing gown of armor, various items related to healing


Zam-Tam-Duq is a terrifyingly jovial chap. In fact some people who meet him find his disturbingly jolly. Many of his patients claimed they got better only to avoid his terrible puns, bizarre humor, and unbearable cheerfulness, never mind his potent healing magic. Of course, views of those who claim that might be skewed by the fact that they usually meet Zam-Tam-Duq in less than pleasant situations, including life-threatening injuries, debilitating illnesses, and humiliating afflictions.

His behavior is in a stark contrasted (though Zam-Tam-Duq would probably say it's complemented by) to his familiar's. Zat (N beheaded familiar, AC 19, 23 hp, Int 14) has an utterly bleak and pessimistic outlook, veering into morbid humor mixed with callous jabs toward the particularly careless or unlucky patients. Some folks have gave up on life. Zat claims that he gave up on death.


New Feat: Smart Familiar
Your familiar is smarter than it seems.
Prerequisite: having a familiar
Benefit: Your familiar has a +4 bonus to its Intelligence score. It can speak all the languages you know.

New Feat: Unchained Familiar
You can befriend more exotic and inimical familiars.
Prerequisite: ability to gain familiar.
Benefit: You can ignore alignment restriction of the desired familiar. Your familiar can retain typical alignment of its kind or change it to any other alignment, though it retains its regular alignment subtypes. You gain +2 bonus to knowledge checks regarding creatures of the same type as your familiar and the plane from which your familiar come (if extraplanar).


2020-10-26

Fantasy NPC: Arlan The Blessed

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Blessed Arlan
A ghostly image of a young man with a serene face floats through the air.

CR 6; 00 XP
Male human ghost cleric 5
NG Medium Undead (augmented humanoid, good, incorporeal)
Init +1Senses darkvision 60 ft.Perception +11

Defense
AC 15, touch 15, flat-footed 15 (+4 deflection, +1 Dex)
hp 46 (5d8+20)
Fort +8, Ref +4, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee purifying touch +4 incorporeal touch (6d6 plus purification, Fort DC 16 half)
Special Attacks channel positive energy (9/day, 3d6, DC 16)
Spell-Like Abilities (CL 6th, concentration +9)
At Will—detect poison, diagnose disease, guidance, light (emanating from Arlan), remove fear, remove paralysis, remove sickness, stabilize

Statistics
Str —, Dex 13, Con —, Int 16, Wis 16, Cha 18
Base Atk +3; CMB +3; CMD 18
Feats Extra Channel, Hover, Iron Will, Lightning Reflexes
Skills Fly +9, Diplomacy +12, Heal +11, Knowledge (religion) +11, Perception +11, Sense Motive +11, Spellcraft +11
Language Celestial, Common, Draconic, Sylvan
SQ blessed watch

Blessed Watch (Su) Arlan blesses a single room, chamber, or other roofed place with a clear boundary with his mere presence. Creatures resting or recuperating under his watch recover all hit points and heal up to 4 points of ability damage to each ability after eight hours of rest. While they sleep, they gain benefits of magic circle against evil. When they wake up, a refreshing meal appears, sufficient for up to fifteen people or five horses, similar to one produced by create food and water, though it spoils into dust if not consumed within an hour of waking up.

Purifying Touch (Su) Arlan's touch forcibly cleanses the body out of impurities, dealing 6d6 points of damage (DC 16 Fortitude save halves). The targets then make a saving throw against single disease, poison, or other affliction that normally allows a repeated saving throw to shake off that is currently affecting them.


Arlan was a young but promising healer and a priest of benevolent deity of healing. His faith and dedication was unshaken, even when he had to face a plague that was quickly decimating the city. Tirelessly, he tended to sick and dying. Some fled, most of them died. Near the end, Arlan succumbed to the illness himself, but that didn't stop him from helping others. Not even death diminished his compassion, though it apparently locked his magical abilities, limiting them to those which he kept using shortly before his demise.

Now, the city might be mostly dead and abandoned, but Arlan roams its boundaries helping those who would venture within its boundaries—as long they are not bearing malicious will nor harbor ill-devised plans.

2020-10-25

Fantasy Monster: Mother Of Pain

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Trigger warning: Pregnancy gone terribly-terribly wrong.

Mother Of Pain
A thin and emaciated woman with bloated belly, long talons, fanged maw, and long, disheveled hair.

CR 7; XP 3,200
NE Medium Undead (evil)
Init +8; Senses darkvision 60 ft.; Perception +14

Defense

AC 20, touch 16, flat-footed 16 (+2 deflection, +4 Dex, +4 natural)
hp 85 (10d8+40); fast healing 5
Fort +8, Ref +9, Will +10
Defensive Abilities flickering steps, shield of pain; DR 10/good; Immune undead traits; Resist acid 10, cold 10, electricity 10, fire 10
Weakness evil suppression

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +11 (1d8+4), bite +11 (1d8+4)
Special Attacks soundless cries of pain
Spell-Like Abilities (CL 10th, concentration +14)
At Will—telekinesis (DC 18)

Statistics
Str 18, Dex 18, Con —, Int 13, Wis 13, Cha 17
Base Atk +7; CMB +11; CMD 27
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Run, Toughness
Skills Acrobatics +14, Climb +12, Intimidate +16, Knowledge (planes) +11, Perception +14, Stealth +17
Languages Abyssal, Celestial, Infernal (doesn't speak); telepathy 100 ft.

Ecology
Environment urban, ruins, lower planes
Organization solitary, hospital (3–10)
Treasure standard

Flickering Steps (Su) When a mother of pain moves, she seems to blink from step to step, appearing a few feet from her previous location at a time, ignoring difficult terrain, passing through closed doors and walls less than a foot thick. She doesn't provoke attacks of opportunity while moving. This ability can be suppressed by dimensional anchor, dimensional lock or similar effects.

Shield Of Pain (Su) A mother of pain is animated by fiendish spirit bound within her, granting her +2 deflection bonus top AC, +2 resistance bonus to saving throws, damage reduction, and fast healing. The bonuses are already included in the statistics above.

Soundless Cries Of Pain (Su) A mother of pain can share her pain telepathically as a swift action. She can either broadband her pain to all sapient creatures within range of her telepathy, giving them –1 penalty to attack rolls, skill checks, and concentration checks or focus on a single creature within range, bestowing –4 penalty and forcing the target to succeed concentration checks to cast spells and use other abilities that require concentration. This is a mind-affecting pain effect that last until the beginning of the mother's next turn.

Susceptible To Evil Suppression (Ex) Bonuses bestowed by protection from evil, magic circle against evil, and similar effects are doubled against a mother of pain. If a mother of pain fails a saving throw against banishment, dismissal, dispel evil, or other effect that would normally disrupt possession, she loses her flickering steps, shield of pain, and soundless cries of pain ability for a number of rounds equal to the effect's caster level. While their fiendish spirit is suppressed in that way, the mother's tormented mind can communicate telepathically with nearby creatures in coherent way, though they don't regain control over their actions.


Mothers of pain are eternally tormented cadavers of women who were killed by fiendish pregnancies before they gave birth, now animated and driven by the parasitic spirit of their unborn progeny. The vestiges of the mother's mind remains trapped within the body that acts as a vessel for an otherworldly malice.

2020-10-18

Fantasy Monster: Chemix Gremlin

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Gremlin, Chemix
A plump imp with bulging eyes and a long, wiggling, barbed tongue. Its skin is covered in constantly growing, bubbling, and collapsing growths, covered with lab coat poorly stitched out of dirty rags.

CR 3; XP 800
CN Small Fey
Init +5; Senses low-light vision; Perception +6

Defense

AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 27 (6d6+6)
Fort +3, Ref +6, Will +5
DR 5/cold iron; Immune disease

Offense
Speed 20 ft., climb 20 ft.
Melee tongue barb +5 (1d4+1 plus disturb patient), 2 claws +5 (1d4+1)
Ranged stolen alchemical items +5 (depends on item) or stolen splash weapon +6 (depends on item)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks disturb patient

Statistics
Str 12, Dex 12, Con 12, Int 11, Wis 11, Cha 11
Base Atk +3; CMB +3; CMD 17
Feats Defensive Combat Training, Improved Initiative, Throw Anything
Skills Bluff +0 (+10 against gremlins), Climb +9, Craft (alchemy) +6, Heal +6, Intimidate +0 (+10 against gremlins), Knowledge (nature) +6, Perception +6, Sense Motive +6, Stealth +11
Languages Aklo, Common, Sylvan
SQ gremlin authority, mix reagents, prehensile tongue

Ecology
Environment urban, ruins, forest, hills
Organization solitary, pair, lab team (3–5)
Treasure standard

Disturb Patient (Su) An unseen chemix gremlin can spend 10 minutes disturbing a nearby unaware living creature that is resting, sleeping, or incapacitated, and in the process of recovery from wounds or afflictions placing a one-time curse. Any living creature damaged by chemix gremlin's tongue barb is also subject to the curse. The next time the creature regains hit points, heals ability damage, suffers bleeding damage (including dying condition), negative energy damage, or ability damage from a continuous source, it has 40% chance the effect will occur normally, 30% chance the effect will be reversed (healing becomes equal amount of damage, and damage becomes equal amount of healing), 20% chance the effect will be doubled, and 10% the effect will be zeroed. This curse effect doesn't stack and can be removed with break enchantment or remove curse spells (DC 10+gremlin's HD).

Gremlin Authority (Ex) Chemix gremlins gain +10 racial bonus to Bluff and Intimidate checks made against other gremlins, which they use to trick or coerce their less brilliant kin to test stolen medicines and alchemical reagents.

Mix Reagents (Ex) After a chemix gremlin had at least a minute to tamper with ingredients for an alchemical product, a magic potion, or herbal concoction, the final product has 40% chance of having normal effect, 30% chance of having reverse effect (healing becomes damage, bonuses become penalties, smoke becomes flash of light, etc.), 20% chance of having doubled effects, and 10% chance of producing a completely random effect of similar magnitude.

Prehensile Tongue (Ex) Chemix gremlins have agile tongue that can hold small items and perform simple manipulations within their extended reach of 10 ft.


Chemix gremlins are bane of healers, apothecaries, and alchemists. While they lack active alchemical talents themselves, they will wreck havoc in whatever hospital or laboratory they infest, replacing labels, mixing reagents, stealing supplies, pestering staff, and cursing recovering patients.


2020-10-11

Fantasy Monster: Gargyle Gremlin

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Gremlin, Gargyle
A gray and green imp with a wicked grin. Its upper arms form membranous wings, responsible for most of its otherwise rather small size.

CR 1/4; XP 100
CN Small Fey
Init +0; Senses low-light vision; Perception +2

Defense

AC 11, touch 11, flat-footed 11 (+1 size)
hp 3 (1d6)
Fort +0, Ref +2, Will +0
DR 1/cold iron

Offense
Speed 20 ft., fly 40 ft. (poor)
Melee wings buffet +1 (1d4)
Special Attacks screech
Spell-Like Abilities (CL 1st, concentration –1)
At Will—mage hand, open/close, prestidigitation

Statistics
Str 10, Dex 10, Con 10, Int 7, Wis 7, Cha 7
Base Atk +0; CMB –1; CMD 9
Feats Flyby Attack
Skills Fly +2, Perception +2, Sleight Of Hand +4, Stealth +8
Languages Aklo, Common, Sylvan

Ecology
Environment urban, ruins, forest, hills
Organization solitary, pair, flight (3–6), or tribe (7–20)
Treasure standard

Screech (Ex) A gargyle gremlin can issues an annoying shrill when it flies, which attracts nearby predators and scavengers. In urban areas it might also attract local lowlifes who know the sound means presence of potential targets or law enforcement. Any creature fighting, grappling, or shooing a screeching gargyle gremlin suffers –1 penalty Perception (–2 if dealing with three gremlins, –3 with 7 or more).


Gargyle gremlins are pesky gargoylish city-dwellers living across half-abandoned rooftops, hunting pigeons, stealing shinnies, sharing gossip, and being a general nuisance. They might be occasionally be placated with bribes or cowed into a rather unruly obedience.

Sometimes tribes of gargyles find slumbering gargoyles and start to worship them as gods—often after discovering they can't damage them.

2020-10-04

Fantasy Monster: Grimwitch Gremlin

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Gremlin, Grimwitch
This misshapen, long-nosed figure wears a robe made of tattered rags and an impromptu straw-woven hat, while waving a twisted stick and screaming incomprehensible gibberish.

CR 2; XP 600
CN Tiny Fey
Init +6; Senses low-light vision; Perception +0
Aura disturbed magic (100 feet)

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 18 (4d6+4); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/cold iron; SR 13

Offense
Speed 30 ft., fly 20 ft. (poor)
Melee bite +2 (1d3–2)
Ranged energy bolt +6 ranged touch (2d6 energy)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks impossible flight

Statistics
Str 6, Dex 14, Con 10, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +2; CMD 10
Feats Improved Initiative, Toughness
Skills Escape Artist +9, Fly +9, Heal +4, Knowledge (arcana) +4, Perform (overdramatic magical spectacles) +8, Spellcraft +7
Languages Aklo, Common, Sylvan

Ecology
Environment urban, ruins, forest, hills
Organization solitary, pair, coven (3), or flight (4–12)
Treasure standard

Disturbed Magic (Su) The very presence of grimwitch gremlins causes minor but annoying disturbances to magic—adding unpredictable sensory effects (visual, auditory, and olfactory, though occasionally other senses are affected as well) to both the casting process and the lasting effects. Knowledge (arcana) and Spellcraft checks made to recognize magic within the aura, including studying permanent magic effects or identifying magic items suffer –5 penalty, even if the person making the check is outside of the zone.

Energy Bolt (Su) Grimwitch gremlins main source of pride and claim to magic is the ability to fire bolt of destructive energy from their magic wands (which happen to be whatever gnarled stick the grimwitch got hold on). It has the range of 30 feet with no range increment and deals 2d6 points of damage on a successful ranged touch attack. The type of energy harnessed generally reflects the environment in which the grimwitch gremlin lives, typically being electricity in forests, cold in mountains, acid for swamps, and fire in settled places.

Impossible Flight (Su) Grimwitch gremlins can fly by sitting within whatever mundane vessel they can fit in—baskets, cauldrons, jars, or pots weighing no more than 50 lbs. Such flight is not particularly fast nor agile, though the very idea of flying gremlins is bad as it is. Attacks directed against the vessel are affecting the gremlin due to (probably) magical feedback involved. When grimwitch gremlins fall to the ground during such flight, regardless of reasons (be it a failed Fly check, incapacitation, or getting mind-controlled into hitting the ground), there is a burst of energy of the same type as the one dealt by the grimwitch's energy bolt ability, dealings 3d6 points of damage within 10 feet of the impact point (half on a successful DC 13 Reflex save).


Grimwitch gremlins are weird (and quite likely mad) gremlins that are overwhelmed by a belief they wield great magical powers. While it is true that they show certain magical abilities, their aptitude is nowhere near the size of their egos and their lore of things magical is mixed with an (un)healthy amount of superstitions and ignorant delusions.

Both the mortality and reproduction rates among grimwitch gremlins seem to be very high, even for gremlins.