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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
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
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.
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