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.
- 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.