Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it’s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin’s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call “mites.” Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and the like. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls, although gnolls hate pugwampis even more than most creatures do, due to their sycophantic fawning. | |
Perception | +6 (-2 to hear things), Darkvision |
Languages | Gnoll, Undercommon |
Skills | Crafting +2, Deception +2, Nature +4, Stealth +5, Thievery +5 |
STR -3 , DEX +3 , CON +0 , INT +0 , WIS +2 , CHA -2 | |
Items | Shortbow (60 arrows), Shortsword |
AC | 16 |
Saving Throws | Fort +5, Ref +8, Will +6 |
HP | 17 - Weaknesses Cold Iron 2 |
Speed | 25 feet |
Melee | [one-action] Shortsword +8 (agile, finesse, magical, versatile S), Damage 1d6–3 slashing |
Ranged | [one-action] shortbow +8 (deadly 1d10, magical, range increment 60 feet, reload 0), Damage 1d6 piercing |
Spells | Primal Innate Spells DC 16 2nd Speak With Animals (at will) Cantrips (1st) Prestidigitation |
Unluck Aura (aura, divination, mental, misfortune, primal) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura. |