2020-12-06

Fantasy NPC: Daromir, The Gift-Gremlin


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Daromir, The Gift-Gremlin

This entity is a little more than a messy beard with a pair of beady eyes, and thin scaly limbs ending in sharp claws.

CR 2; 600 XP
CN Tiny Fey
Init +6Senses low-light vision, detect magicPerception +9

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +5
DR 5/cold iron or magic; Immune nausea, sickness, sleep

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks pounce, rake (2 claws +5, 1d4)
Spell-Like Abilities (CL 6th, concentration +7)
Constant—detect magic

Statistics
Str 10, Dex 15, Con 10, Int 14, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 13
Feats Acrobatic Steps, Improved Initiative, Nimble Moves
Skills Bluff +10, Climb +8, Disable Device +11, Escape Artist +11, Perception +9, Perform (sing) +10, Sleight Of Hand +11, Stealth +19, Use Magic Device +10
Language Common, Sylvan
SQ beard of holding

Beard Of Holding (Su) Daromir's beard is capable of holding a lot more than its size suggest. It can store up to 100 pounds of things that have widest dimension not exceeding the beard's length (1 foot).


Daromir is a sort of well-meaning gremlin that desires nothing more than give presents... Of course, as it is typical with gremlins, it doesn't work nearly as good as it sounds—Daromir is enamored with the idea of gifts, but the gremlin's mindset has problems with judging what makes a good gift and when. The best of Daromir's gifts are useless trash, others are trinkets stolen from others and hidden in the recipient's things (or left blatantly in sight, if Daromir wandered off with a new gift in mind). And then, there are the presents that are borderline dangerous or shocking, like a freshly digged out skull of a relative. Or someone completly unrelated but fitting according to the unpredictable gremlin logic. If a gift doesn't cause troubles or distress then it probably didn't came from Daromir.


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