This small, hairless monkey eyes your mechanical items with intense interest.
Just as there are all kinds of genetically engineered creatures to "fix" the apocalypse, gremlins were engineered to prevent it. They were too late, but their mission has not changed: destroy all mechanical artifacts. As such, these hairless monkeys are very good at what they do, disrupting the effectiveness of all objects they can get their hands on. Intelligent robots and androids kill these creatures on sight, but gremlins are adept at avoiding detection, which makes them difficult to kill.
Gremlins thrive in ruins and cities where technology is prevalent.
Small humanoid (mutant)
Armor Class 17 (natural armor)
Hit Points 19 (3d6+9)
Speed 40 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA
6 (-2) | 16 (+3) | 16 (+3) | 6 (-2) | 6 (-2) | 6 (-2)
Damage Resistances lightning
Skills Athletics +1, Acrobatics +6, Perception +1, Stealth +6
Senses darkvision 60 ft., passive Perception 11
Challenge 1 (200 XP)
Technology Scent. The gremlin can pinpoint, by scent, the location of mechanical or electronic items within 30 feet of it.
Curse Technology. Any Tech II or higher weapons that hit the gremlin malfunction. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the gremlin is destroyed after dealing damage. Constructs suffer disadvantage when attacking the gremlin.
- Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
- Touch. The gremlin causes a Tech II or higher object it can see within 5 feet of it to malfunction. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to avoid the gremlin's touch. If the technological object touched is armor being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the technology touched is a held weapon, it malfunctions as described in the Curse Technology trait. Constructs take 10 (3d6) force damage on a failed saving throw.
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