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Gremlin, Pugwampi



As if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.

Gremlin, Pugwampi CR 1/2

XP 200
NE Tiny fey
Init
+5; Senses darkvision 120 ft., low-light vision; Perception +6
Aura
unluck (20 ft.)

DEFENSE

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp
6 (1d6+3)
Fort
+0, Ref +3, Will +4
DR
2/cold iron; SR 7

OFFENSE

Speed 30 ft.
Melee
dagger +3 (1d2–4/19–20)
Ranged
shortbow +3 (1d3–4/×3)
Space
2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities
(CL 1st; concentration –1)

At will—prestidigitation, speak with animals
1/day—shatter (DC 10)

STATISTICS

Str 3, Dex 13, Con 11, Int 10, Wis 14, Cha 6
Base Atk
+0; CMB –1; CMD 5
Feats
Improved Initiative, ToughnessB, Weapon FinesseB
Skills
Bluff +2, Craft (traps) +4, Disable Device +2, Perception +6 (+2 listening), Ride +2, Stealth +17; Racial Modifiers +4 Stealth, –4 Perception when listening
Languages
Gnoll, Undercommon

SPECIAL ABILITIES

Unluck Aura (Su)

A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.

3rd Party Publisher Options ( NwP)

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


ECOLOGY

Environment warm hills
Organization
solitary, pair, mob (3–12), or infestation (13–20 with 1–3 druids of 1st–3rd level, 1 fighter leader of 2nd–4th level, 2–8 trained stirges, and 2–5 trained baboons)
Treasure
standard (dagger, shortbow with 20 arrows, other treasure)

Mean, dog-faced, and cowardly, pugwampis are loved by no one—not even other gremlins. These gremlins take disproportionate amounts of enjoyment from the accidents and missteps of other creatures, often going to great lengths to manufacture the perfect deadfalls or stumbling blocks. They then wait nearby, both to laugh at the inevitable mishaps and to make sure their personal unluckiness is passed off on their victims.

Pugwampis live in caves or ruined buildings, occasionally venturing forth to find victims upon which to inflict their sick senses of humor. Their “jokes” tend to involve spikes and excrement, or sometimes pits full of spiders or campsites that flood with swamp water. Certainly only the pugwampis consider their jokes funny. As all pugwampis are somewhat deaf, when not trying to be stealthy, they tend to scream and yell loudly so they can hear themselves and each other.

At some point in the distant past, pugwampis became enamored of gnolls, seeing in the beast-men a kindred form and thus aspiring to the height and deadly prowess of the savage warriors, whom they honor as gods. Gnolls, for their part, hate pugwampis even more than other creatures, mostly because of the gremlins’ weakness and sickening fawning, though they sometimes keep the gremlins around just to torment them.

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.