Gremlin, 1st level warrior (CR 1/4)
Small Humanoid (Gremlin)
Alignment: Often neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft.
AC: 13 (+1 size, +2 dex), touch 13, flat-footed 11
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +2, Will -1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -5
Attack: Dagger +0 melee
Full Attack: Dagger +0 melee
Damage: Dagger 1d3-2
Special Attacks/Actions: none
Abilities: Str 7, Dex 15, Con 10, Int 10, Wis 9, Cha 7
Special Qualities:
Feats: Dodge
Skills: Disable Device +4 and Open Lock +6
Advancement: by character class
Climate/Terrain: Any temperate
Organization: Gang (3-12), pack (13-27), clutter (28-43), throng (44-76), or village (25-75 +70% noncombatants)
Treasure/Possessions: Quarter standard
Source:
Converted
Gremlins are weak combatants and, unless in significant numbers, generally flee.
- +2 dexterity, -4 strength, -2 constitution, -2 charisma.
- small humanoid (gremlin)
- gremlin base land speed is 20 ft.
- +2 racial bonus on disable device, open lock, move silently, listen, and hide checks.
- darkvision 60 ft.
- favored class: rogue. however, most gremlins are commoners or experts.
- level adjustment: -2