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GnagrifCreature 2


UncommonNETinyFeyGremlin
Source Pathfinder #169: Kindled Magic
Perception +7 (darkvision)
Languages Undercommon
Skills Acrobatics +8, Athletics +6, Intimidation +6, Stealth +8, Survival +5
Str +2, Dex +4, Con +3, Int -1, Wis -1, Cha +2

AC 18; Fort +9; Reflex +10; Will +5;
HP 35
Speed 20 feet (burrow 10 feet, climb 10 feet)
Weaknesses Coldiron 3

Light Hammer One Action +10 (+6, +2) to hit (agile) 1d6+4 Bludgeoning
Light Hammer One Action +10 (+6, +2) to hit (agile, thrown 20) 1d6+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Rubble Stride

A gnagrif ignores difficult terrain caused by rocks or rubble, including squares affected by their Stomp Around.

Soften Stone Reaction

Trigger A creature Strides or Steps into difficult terrain adjacent to the gnagrif


Effect The gnagrif gives the ground a hearty pound and it shifts beneath the triggering creature's feet. The triggering creature must succeed on a DC 18 reflex save or fall Prone.

Stomp Around One Action (move)

The gnagrif huffs and stamps its feet, churning the ground around it. The square it is in and all unoccupied adjacent squares become difficult terrain.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Lurk Two Actions

Requirements A structure made from stone or earth is within the gnagrif's reach


Effect The gnagrif partially melds with the stone. It Takes Cover in the stone and makes a Stealth check to Hide: Stealth.

Eat Rocks

The gnagrif gnashes and tears at an object or structure, dealing 2d4+2 piercing damage and ignoring Hardness 2 or lower.

Wrecker

Whenever two or more gnagrifs use Eat Rocks on the same object or structure, the value of Hardness they can ignore increases by 1 for every gnagrif, to a maximum of Hardness 10.


Innate Primal Spells (DC 16, +8 to hit)

Cantrips (1st Level): Prestidigitation
1st Level: Ant Haul, Feather Fall
2nd Level: Shatter, Speak with Animals (At Will)


Squat, surly, and perpetually covered in wet mud, gnagrifs are gremlins that infest and destroy homes. They possess sharklike faces and two sets of jaws, allowing them to open their mouths 180 degrees and clamp onto flat rocks and walls. They delight in keeping their presence hidden, chewing holes into walls and foundations that weaken structures but don't bring them down until their inhabitants slam their doors too hard or step in the wrong place. Soon as the unwitting victims spring the trap, the building collapses around them.

Like all fey, gnagrifs detest iron. Gnagrifs become obsessively vengeful if they accidentally swallow an iron nail or hinge, terrorizing families or whole villages for generations over the slight.


Gremlins are malicious fey that infest and prey upon mortal communities. They live in tunnels, beneath eaves, and in abandoned buildings, stealing what they need from their neighbors instead of creating for themselves.

While there are gremlins of any and every gender, their appearances don't differ by gender. Young gremlins grow to maturity with alarming speed. Their entire nest raises them communally, though they are often encouraged to wander unsupervised and create mischief away from home instead of inside it.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fey

Creatures of the First World are called the fey.