Gremlin Half-Fiend (3.5e Creature)

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Gremlin Half-Fiend
Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5 (+5 Dex)
Speed: 30 ft, Fly= 40ft (Good)
Armor Class: 16 (+5 Dex, +1 size), touch 15, flat-footed 11
Base Attack/Grapple: +2/+0
Attack: Bite +9 (1)
Full Attack: Bite +9 (1d4+1), 2 Claws +7 (1d6)
Space/Reach: 5 ft/5
Special Attacks: Smite Good, Darkness 3/day
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight, Dark Spawn, Genetic Instability, Immune to Poison, Resistance to acid 10, cold 10, electricity 10, and fire 10, Damage reduction: 5/magic, Spell resistance 12
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 12, Dex 20, Con 12, Int 18, Wis 10, Cha 16
Skills: +4 Climb(Str), +11 Disable Device(Int), +6 Escape Artist(Dex), +12 Hide(Dex), +11 Listen(Wis), +8 Move Silently(Dex), +12 Open Lock(Dex), +10 Perform:Dance(Cha), +10 Perform:Sing(Cha), +7 Search(Int), +7 Spot(Wis)
Feats: Weapon Finesse (Bite and Claw)
Environment: Plane of Shadow, Underground, Any Urban
Organization: Solitary, gang (3-12), pack (13-40), throng (41-100)
Challenge Rating: 2
Treasure: none
Alignment: Neutral Evil
Advancement: 3-6 HD
Level Adjustment: 1, (Improved Familiar)

Gremlin half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.

Gremlin speak Grezzen. In order to speak any other language, they must spend 2 Skill points for each addition language they wish to speak.

A Gremlin's only desire is to be happy; they have very little in terms of possessions and have no material needs.

Light Sensitivity (Ex): Gremlins are dazzled in bright sunlight or within the radius of a daylight spell.

Vulnerability to Sunlight (Ex): Gremlin loathe sunlight, for its merest touch burns their flesh. Each round of exposure to the direct rays of the sun deals 4 point of damage to the creature.

Dark Spawn(Ex): When a Gremlin gets wet from water, they produce 2d4 Dark Spawn. They are evil spawn that pop out of the Gremlin's back as small balls of slime. It take 2 rounds for the Dark Spawn to take full form. Gremlin only care about their own entertainment especially at the cost of others. However, Gremlins will use this to their advantage when they believe that it is their only hope to survive.

Genetic Instability(Ex):Gremlins are genetically unstable, which makes them very attractive to evil wizards wanting to do experiments. When genetic material from another animal is introduced in to a gremlin, they rapidly take on some of the traits of that creature. However due to the nature of the gremlins, most altered forms do not wish others to have their new abilities. Two types are the Gremlin Spider and the Gremlin Bat.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.

Spell-Like Abilities: Caster level equals the creature’s HD, and the save DC is Charisma-based. Darkness 3/day

Combat[edit]

Gremlin prefer to flee rather then fight when out numbered. But if they have to fight, they bite and claw at their attackers face trying to gain an opening to flee. when their numbers are in their favor, they prefer to torment their foes.

Gremlin as an Improved Familiar[edit]

Familiar Alignment Type/Subtype Arcane Spellcaster Level
Gremlin Neutral Evil Shadow 9th

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