Bestiary · Fae

PR 1/2

Gremlin

Gremlins followed people from the Faewyld onto the hangar deck, and what they want from a drive assembly is not known. A gremlin left alone strips parts from the ship's machinery, and hunting one through the ship's systems has cost crews the ship.

Gremlin, drawn at Small scale
Physiology
Fae
Size
Small
Speed
25 ft., fly 40 ft.
Armor class
14
Hit points
22 (5d6 + 5)
Proficiency
+2
  • STR 8 -1 save -1
  • DEX 18 +4 save +4
  • CON 12 +1 save +1
  • INT 14 +2 save +2
  • WIS 11 +0 save +0
  • CHA 13 +1 save +1
Skills
Sleight of Hand +6 , Stealth +6
Passive Perception
10
Senses
darkvision 60 ft.
Languages
Sylvan
Damage resistances
lightning
Found in
Station Interior , Rift Breach

Traits

  • Machine Touch

    Any powered device the gremlin handles for a full minute stops working until it is repaired with a DC 14 Technology check.

  • Nimble Escape

    The gremlin takes the Disengage or Hide action as a bonus action on each of its turns.

Actions

  • Spanner

    +6 to hit · reach 5 ft.

    1d6 + 4 bludgeoning damage

    A swing of its spanner.

  • Cross the Wires

    One powered weapon, vehicle system or cybernetic within 30 feet that the gremlin can see fails until the end of the operator's next turn. The operator can make a DC 14 Technology check to prevent it.