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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)
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.
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.
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
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.
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).
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.
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