Gremlin, Nuglub

This hideous, hunchbacked creature has three glowing blue eyes. Oily hair grows from its head and back, covering it like a cloak.

Gremlin, Nuglub CR 2

XP 600
CE Small fey
Init +4; Senses darkvision 120 ft., low-light vision; Perception +9

DEFENSE

AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 19 (3d6+9)
Fort +3, Ref +7, Will +2
DR 5/cold iron; SR 13

OFFENSE

Speed 30 ft., climb 20 ft.
Melee bite +3 (1d4+1 plus grab), 2 claws +4 (1d3+1 plus trip)
Spell-Like Abilities (CL 3rd; concentration +4)

At will—prestidigitation
1/hour—heat metal (DC 13), shocking grasp, snare

STATISTICS

Str 13, Dex 18, Con 15, Int 8, Wis 9, Cha 12
Base Atk +1; CMB +1 (+5 grapple and trip); CMD 15
Feats Step Up, ToughnessB, Weapon Focus (claw)
Skills Acrobatics +10, Climb +9, Craft (traps) +9, Intimidate +8, Perception +9, Stealth +14; Racial Modifiers +4 Craft (traps), +4 Intimidate, +4 Perception
Languages Undercommon
SQ kneecapper

SPECIAL ABILITIES

Kneecapper (Ex)

A nuglub has a +4 racial bonus on combat maneuver checks to trip an opponent.



3rd Party Publisher Options ( NwP)

When captured by a monster trainer, nuglubs grant the trainer access to gremlin foulspawn spells.


ECOLOGY

Environment any underground or urban
Organization solitary, pair, or mob (3–6)
Treasure standard

Nuglub gremlins are deranged; they enjoy combat with a manic glee that other gremlins reserve for destroying devices or creating complex traps. Indeed, they spend long hours sharpening their claws, filing their teeth, and looking for the perfect ledge from which to leap into the fray. If combat doesn’t come to them, they seek it out, entering villages and killing innocents by night. Their idea of a good time is murder so silent that the victim never wakes up, so the family members find the remains the next morning and accuse one another of the atrocity. Nuglubs jealously attack armored foes, as the gremlins’ hunchbacked forms make it difficult to wear armor made for other Humanoids. A group may use its heat metal and shocking grasp abilities to weaken an opponent before mobbing it and trying to knock them prone. As soon as an enemy falls to the ground, all nuglubs descend on that target in a frenzy of bloodlust, grappling and biting, holding on like perverse leeches until nothing remains.

Though less technically inclined than some of their kin, nuglubs like using traps. Unlike most gremlins, who prefer to sabotage existing machines, nuglubs delight in the stealthy construction of traps in areas their victims consider familiar, rigging these painful and often deadly surprises on front doors, around the floor of beds, or near cribs in nurseries.

Nuglubs are the brutes of gremlin-kind. Groups of nuglubs remain small, as they tend to quarrel with each other and cannibalize those on the wrong side of an angry argument. Lone nuglubs often work with other gremlins, as they like proving they’re the strongest, and aren’t likely to kill and eat their smaller allies (though those slain by other enemies are fair game for a little snacking).

Nuglubs typically stand 2-1/2 feet tall and weigh approximately 25 pounds.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang
Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
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