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Gremlin, Dog-Baiter
A wiry creature resembling hairless cat with disproportionate limbs and strange pustules growing on its torso.
CR 2; XP 600
CN Tiny Fey
Init +6; Senses low-light vision, smell dog; Perception +7
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 18 (4d6+4)
Fort +2; Ref +6; Will +4
Defensive Abilities no smell; DR 5/cold iron
Offense
Speed 30 ft., climb 20 ft.
Melee claws and teeth +4 (2d4)
Ranged throw bait +6 touch (special)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks throw bait (DC 13)
Spell-Like Abilities (CL 4th, concentration +4)
3/day—hide from animals
Statistics
Str 10, Dex 14, Con 12, Int 7, Wis 11, Cha 9
Base Atk +2; CMB +2; CMD 12
Feats Improved Initiative, Run
Skills Climb +15, Knowledge (nature) +5, Perception +7, Stealth +17
Language Common, Undercommon, Sylvan
Ecology
Environment urban, rural
Organization solitary, pair, or kennel (3–6)
Treasure standard
Special Abilities
Spell-Like Abilities (CL 4th, concentration +4)
3/day—hide from animals
Statistics
Str 10, Dex 14, Con 12, Int 7, Wis 11, Cha 9
Base Atk +2; CMB +2; CMD 12
Feats Improved Initiative, Run
Skills Climb +15, Knowledge (nature) +5, Perception +7, Stealth +17
Language Common, Undercommon, Sylvan
Ecology
Environment urban, rural
Organization solitary, pair, or kennel (3–6)
Treasure standard
Special Abilities
No Smell (Ex) Dog-baiter gremlins have no discernible smell and can't be detected with scent.
Smell Dog (Ex) Dog-baiters can detect dogs and other canine creatures within 60 feet as if they were using scent.
Throw Bait (Ex) Dog-baiter gremlin grow small pods on their body that give it its name. As a standard action, a dog-baiter can pull one of the pods and throw it as thrown splash weapon with range increment of 10 feet producing one of the following effects of gremlin's choice. All the saving throws have DC of 13. The saving throw DC is Constitution-based. Canine creatures directly hit with aggression or attraction baits become confused for 1d4+1 rounds on a failed Will saving throw. This is a scent-based compulsion effect.
Aggression: Anyone hit with the bait exudes a smell that provokes canids that smell it into rabid frenzy that makes them attack the marked creature for 1d4+1 rounds. Creatures that were within the 10-ft. splash radius are attacked for 1 round. Sapient or tamed canids can resist the effect with a Will saving throw. A trainer or caretakers of the affected beast can attempt a Handle Animal or wild empathy check (DC 15, +1 per 10 feet the character is away from the canid) to calm their animals as a standard action.
Attraction: The place or person splashed by the attraction bait is extremally appealing to all canids from within 60 feet for the next 1d4+1 rounds compelling them to approach and examine the mark. Sapient canids and trained beasts under orders that would be broken by approaching can resist the attraction with a successful Will saving throw.
Nap: Canids within the 10 feet splash of this pod fall soundly asleep on failed Will saving throws. Creature directly hit by the nap bait has –2 penalty to its saving throw.
Repulsion: The place or person splashed by the repulsion bait is abhorrent to canids, preventing them from approaching the mark for 1d4+1 rounds. Ordinary canids without reason or command to approach the mark are likely to stay away until the mark is washed. Sapient canids and trained beasts under orders that would be broken by approaching can resist the attraction with a successful Will saving throw. Canine creatures struck directly with repulsion bait become panicked for 1d4+1 rounds on a failed Will saving throw fleeing in a random direction.
Dog-baiter gremlins are a strain of gremlins that love to tease dogs, wolves, and other canids, provoke them into minor and major misbehaviors, and occasionally, even to attack livestock and people. As they are subpar combatants themselves, they usually sic nearby canids on their attackers and flee.