2026-05-31

Fantasy Monster: Clock-Not-Work Gremlin

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Gremlin, Clock-Not-Work

A completely bald imp with weirdly long, multi-jointed arms. It wears a harness with a lot of tools and spare parts attached to it.

CR 2; XP 600

CN Tiny Fey
Init +6; Senses low-light vision; Perception +9

Defense

AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +5
DR 5/cold iron

Offense
Speed 30 ft., climb 30 ft.
Melee tool strike +5 or +3/+3/+3/+3 (1d4)
Ranged thrown tool +7 or +5/+5/+5/+5 (1d4)
Space 2-1/2 ft.; Reach 5 ft.
Special Attacks clock-killer, frantic frenzy
Spell-Like Abilities (CL 6th, concentration +7)
1/day–make whole

Statistics
Str 10, Dex 14, Con 10, Int 13, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 13
Feats Dodge, Improved Initiative, Nimble Moves
Skills Climb +8, Craft (clockworks) +10, Disable Device +11, Knowledge (arcane) +10, Knowledge (engineering) +10, Perception +9, Sleight Of Hands +11, Stealth +19
Languages Common, Gnome, Sylvan
SQ compression, know their stuff

Ecology
Environment urban, ruins, or underground
Organization solitary, pair or workshop (3–6)
Treasure standard

Clock-Killer (Ex) Clock-not-work gremlins have uncanny ability to destroy constructs and complex mechanical devices. Their attacks benefit from bane quality (+2 enhancement to attack and damage rolls, 2d6 points of bonus damage) and ignore up to 5 points of DR or hardness against constructs with clockwork or robot subtype, and against complex mechanical objects.

Frantic Frenzy (Ex) An agitated clock-not-work gremlin can perform up to four attacks with a ‒2 penalty to attack rolls when it takes full attack action, moving 5 feet between each attack without provoking attacks of opportunity. When working on an interesting project, a clock-not-work gremlin takes a quarter of normal time it would take.

Know Their Stuff (Ex) A clock-not-work gremlins treat Craft (clockworks), Disable Device, Knowledge (arcane), and Knowledge (engineering) as class skills. They also seem to have near infinite supply of subpar tools and mediocre parts attached to their harnesses and across their pockets that they can use to repair, modify, and use as weapons and thrown projectiles as needed. They can wield such improvised weapons, both in melee and as thrown projectiles without penalties, dealing 1d4 points of damage on hit.


Clock-not-work gremlins love clocks, locks, and similar mechanisms. They love to watch them operate (though their definition of watching is very hands on, and tongue on‒those gremlins seem to love taste of stale oil), they love disassembling them (though they are nowhere near as good at reassembling them afterwards), and they love making improvements (which usually cause more problems).

Among their many issues, clock-not-work gremlins have clearly distorted sense of time, which pushes them to attempt to tweak clocks that do not adhere to their skewed perceptions, and they also seem to easily delude themselves that they actually deeply orderly beings, when they are anything but that.

A clock-not-work gremlin can become a familiar for a mechanically-inclined (or otherwise capable of providing the gremlin with easy access to complex devices) caster of 7th of higher level with Improved Familiar feat.


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