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HaniverCreature -1


CETinyAmphibiousFeyGremlin
Source Pathfinder Bestiary 3
Perception +5 (darkvision)
Languages Aquan, Common, Undercommon
Skills Acrobatics +5, Deception +4, Nature +3, Stealth +5, Thievery +5
Str +1, Dex +3, Con +2, Int -1, Wis +1, Cha +2

AC 15; Fort +4; Reflex +7; Will +3;
HP 9
Speed 10 feet (fly 20 feet, swim 20 feet)
Weaknesses Coldiron 2

Bite One Action +7 (+3, -1) to hit (agile, finesse) 1d4 + 1 Piercing

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.

At-Will Spells

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

Rearrange Possessions One Action (manipulate)

One Action or Two Actions

The haniver attempts to Steal a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers.

The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one.

The haniver can Steal an object that's closely guarded using this action without the -5 penalty, though not objects that would be extremely noticeable or time-consuming to remove.

They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard.


Primal Innate Spells (DC 13, +5 to hit)

Cantrips (1st Level): Prestidigitation
1st Level: Fear, Ventriloquism (At Will)


Hanivers are the most benign type of gremlin-capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark's gleaming teeth (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.


Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.