Gremlin, Imjarvi

Imjarvi CR 2

XP 600
CE Small fey
Init +2; Senses low-light vision, Perception +7


AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 size)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +4
DR 5/cold iron; SR 13


Speed 20 ft.
Melee 2 claws +3 (1d4-1)
Ranged beam-box +5 touch (varies)
Special Attacks glitch
Spell-like Abilities CL 2nd, concentration +3

3/daydaylight, levitate, obscuring mist
1/daycolor spray (DC 12), invisibility, major image (DC 14)


Str 8, Dex 14, Con 13, Int 13, Wis 11, Cha 12
Base Atk +2; CMB +0; CMD 13
Feats Dodge, Point-Blank Shot, TechnologistB
Skills Bluff +8, Disguise +8, Escape Artist +9, Knowledge (engineering) +9, Perception +7, Sleight of Hand +9, , Stealth +13; Racial Modifiers +4 Knowledge (engineering)
Languages Common, Sylvan


Environment any land or underground
Organization solitary or gang (2-4)
Treasure double standard


Beam-box (Su)

All imjarvi possess a beam-box, a strange device combining technology and the gremlin’s inherent magic. An imjarvi can use its beam-box to fire rays at its enemies as a standard action. Each ray has a range of 60 feet with no range increment. The rays an imjarvi can fire are as follows:

  • Numb ray: A creature struck by a numb ray must succeed a DC 13 Fortitude save or be paralyzed. This effect lasts for 1 minute, but the paralyzed creature can shake off the effect with a successful DC 13 Fortitude save made as a full round action.
  • Sickness ray: A creature struck by a sickness ray must succeed a DC 13 Fortitude save or be affected by low level radiation poisoning, taking 1 point of Constitution drain immediately and having to succeed a DC 13 Fortitude save each day or take 1 point of Strength damage. This secondary effect ends after two consecutive saves, and is a poison effect.
  • Zap ray: A creature struck by a zap ray takes 2d4 points of electricity damage.

A beam-box has a hardness of 5 and 5 hit points. If it is destroyed, an imjarvi can create another one with one day of work. A beam-box only operates in the hands of the imjarvi that created it. The save DC for all rays is Charisma based.

Glitch (Su)

As a standard action, an imjarvi may place a curse on a creature within 30 feet to sabotage its technological devices. The creature may resist this effect with a successful DC 13 Will save. On a failed save, the next time the creature uses or activates a technological device, it triggers a glitch, whether or not the device is timeworn.


This gnomish creature has waxen skin, a hooked nose and clawed hands. It wears a strange outfit—a jumpsuit, boots and helmet—and carries in its hands a luminous box.

An imjarvi is a gremlin of advanced technology that delights in sabotaging and stealing powerful alien devices such as lasers, force fields and batteries. Their origins are somewhat mysterious—some say they were created as a natural reaction to the emergence of high tech items, whereas others believe they are transformed gremlins of a more common species. Whatever the case, they primarily exist in regions where advanced technologies are found, and delight in teasing and toying with its wielders.

All imjarvi possess a technological device called a “beam-box”. Such devices are not necessarily box shaped, and in fact do not work for any creature other than the imjarvi that made it—their power is to focus the gremlin’s own innate magic into weird and dangerous forces. These beams can injure, immobilize and even poison the gremlin’s enemies, with symptoms of the poisoning closely resembling those of radiation sickness. They are mean but cowardly creatures, like most gremlins, and typically flee from any sign of real resistance.

Imjarvis may sometimes disguise themselves as a gnome or halfling in order to blend into humanoid communities, but even then their intentions are sinister. Some technologists prize them for their ability to recharge technological items, but entrusting a prized possession to an imjarvi is a foolish errand indeed. An imjarvi stands about three feet tall and weighs 40 pounds.

Section 15: Copyright Notice
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