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UrbelCreature 4


UniqueCESmallFeyGremlin
Source Pathfinder #169: Kindled Magic
Perception +8 (darkvision)
Languages Undercommon
Skills Acrobatics +10, Athletics +9, Crafting +7, Intimidation +12, Stealth +10
Str +3, Dex +4, Con +3, Int -1, Wis +0, Cha +2

AC 21; Fort +13; Reflex +12; Will +8;
HP 68
Speed 30 feet (climb 20 feet)
Weaknesses Coldiron 4

Claw One Action +14 (+10, +6) to hit (agile, finesse) 1d4+5 Slashing
Pick One Action +14 (+9, +4) to hit (fatal d10, shove) 2d6+5 Piercing
Jaws One Action +14 (+9, +4) to hit (finesse) 1d6+5 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.

Kneecapper Reaction (move)

Trigger A Medium creature within Urbel's reach leaves a square during its move action


Effect Urbel lashes out at the triggering creature's knees and tries to knock them Prone. He attempts an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands Prone.

Bully

Any melee weapon Urbel uses gains the shove trait, and if he rolls a critical failure when attempting to Shove a creature with the weapon, he treats the result as a failure instead.

Pound Down

Urbel's melee Strikes deal an additional 1d6 damage to Prone targets.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Primal Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Prestidigitation
1st Level: Grease, Shocking Grasp
2nd Level: Shatter


The "towering" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.

In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.

Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.