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This imp has blue-green skin, long neck, long limbs, and webbed feet.
CR 1; XP 400
CE Tiny Fey (aquatic)
Init +4; Senses low-light vision; Perception +7
Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 14 (4d6)
Fort +1, Ref +4, Will +4
DR 2/cold iron; Resist cold 2, fire 2
Offense
Speed 30 ft., swim 30 ft.; sure steps
Melee bite +4 (1d4) and 2 claws +4 (1d3)
Ranged thrown towel or piece of clothing +4 (ranged dirty trick combat maneuver)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 4th, concentration +5)
At Will—create water, heat or chill water, mage hand
Statistics
Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Defensive Combat Training, Improved Initiative
Skills Bluff +8, Perception +7, Profession (masseur) +7, Sleight Of Hand +7, Stealth +15, Swim +15
Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Defensive Combat Training, Improved Initiative
Skills Bluff +8, Perception +7, Profession (masseur) +7, Sleight Of Hand +7, Stealth +15, Swim +15
Languages Aquan, Common, Sylvan
SQ amphibious, compression
Ecology
Environment urban
Organization solitary, pair, pool-crew (3–10)
Treasure standard
Environment urban
Organization solitary, pair, pool-crew (3–10)
Treasure standard
Heat Or Chill Water (Sp) A bath gremlin can turn a body of water—up to four 5-ft. cubes of water—scalding hot or frigidly cold for as long as it concentrates plus 1d4 rounds. Any living creatures within the water suffer 1 point of nonlethal damage from heat or cold exposure per round. Multiple bath gremlins can work together to affect larger bodies of water, combining the volume affected. This is a fire and water effect and it is an equivalent of a 0 level spell.
Sure Steps (Ex) A bath gremlin feet are covered with tiny suckers that allow them to move and run safely across slippery surfaces without penalties.
Bath gremlins are attracted to hot springs and bathhouses—places where people gather and immerse themselves within bodies of water, exposing themselves to hijinks and malice. The gamut of bath gremlins' activities range from annoying pranks, such as stealing clothes and personal items and messing with the water's temperature and purity, to dangerous, tampering with boiling water, shutting steam vales, or even trying to drown lone bathers. While they can be cowed and bribed into serving as moderately competent bath attendants, they need constant supervision as they are willing to exploit opportunities for mischief and injury with little foresight or regard for future consequences.
Bath gremlins often hide in pipes and outflows, though they are usually smart enough to avoid furnaces and boiling water lines.
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