VexgitCreature 1
Source Pathfinder Bestiary 2
Perception +6 (darkvision)
Languages Undercommon
Skills Acrobatics +7, Athletics +6, Crafting +6, Nature +6, Stealth +5, Thievery +7
Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +0
AC 16; Fort +5; Reflex +9; Will +6;
HP 24
Speed 20 feet (climb 20 feet)
Weaknesses Coldiron 2
Maul +8 (+3, -2) to hit (shove) 1d12+1 Bludgeoning
Bite +11 (+7, +3) to hit (agile, finesse) 1d6+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.
Clacking ExoskeletonA creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit's attempts to Sneak.
Destructive SmashA vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness.
Gremlin Snare (conjuration, primal)Frequency once per hour
Effect The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time-if they create a new snare, the previously created one vanishes.
Rusting Grasp (primal, transmutation)Frequency once per hour
Effect The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically.
If a creature uses Shield Block with a metal shield against this attack, the shield is automatically Broken, but no other item is rusted on that attack.
Speedy SabotageWhen a vexgit succeeds or critically succeeds at a check to Disable a Device, they gain an additional success toward disabling a complex device.
Primal Innate Spells (DC 17, +7 to hit)
Cantrips (1st Level): Prestidigitation
1st Level: Alarm
These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging the works of other creatures, often turning these works into dangerous traps. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become filled with traps like portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging an avalanches of gears.
Aware of their own physical weakness, vexgits carry hammers and other tools to leverage pieces apart or smash whatever they're unable to disassemble. Indeed, a hammer sized for a human becomes a maul in the tiny hands of a vexgit.
Vexgit infestations range from one to a score. Larger groups are often led by a more powerful vexgit with additional skill in thievery or primal magic. Trained giant rats, vipers, and rat swarms are common in vexgit lairs.
Traits
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.
FeyCreatures of the First World are called the fey.