This yellow-brown gremlin laughs hysterically as it spreads a pair of wings and lifts off the ground unexpectedly.
Speed 40 ft., fly 40 ft. (good)
Melee bite +7 (1d4+1)
Special Attacks putrid vomit
Spell-Like Abilities (CL 5th; concentration +7)
Str 12, Dex 19, Con 13, Int 15, Wis 14, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Great Fortitude, Toughness, Weapon Finesse
Skills Bluff +10, Craft (traps) +10, Disable Device +14, Escape Artist +12, Fly +12, Perception +10, Sleight of Hand +12, Stealth +16, Use Magic Device +10; Racial Modifiers +4 Disable Device
SQ gremlin lice
All batspawn are infested with gremlin lice. Whenever a warm-blooded creature comes in physical contact with a batspawn, there is a 25% chance it contracts gremlin lice. 1d4 rounds later, the creature begins to itch. The itch proves so distracting that for the duration of the infestation, the individual takes a –1 penalty on all concentration and initiative checks. Fortunately, these annoying parasites cannot live long on non-gremlins, and only survive for 24 hours. Submersion in water or exposure to freezing temperatures also kills a gremlin lice infestation.
Every 1d4 rounds, a batspawn can spew a 30-foot line of vomit as a standard action. Treat this as a ranged touch attack with no range increment. Anyone struck must succeed at a DC 15 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.
Their unstable nature makes gremlins the perfect candidates to grow into strange versions of themselves. The batspawn, for example are gremlins frequently exposed to the bats that nest around the Scribe’s Marsh. Adapting much like the lagomorphs of the Kingdom, the gremlins grow wings and nearly double in size to avoid being picked off by the hungry, flying mammals.
MKoM: Haunted Eve Monsters Only Pack, © 2015, Northwinter Press; author Kevin Glusing.