Gremlin Gaunt
Ordinary gremlins work small: a cut line, a loose fitting, a gauge reading high. A gaunt has worked long enough to understand systems and goes for the single failure that disables the rest. Deck crews learn the pattern of three small faults in three days, followed by a large one.
- Physiology
- Fae
- Size
- Small
- Speed
- 30 ft., climb 30 ft.
- Armor class
- 14
- Hit points
- 60 (11d6 + 22)
- Proficiency
- +2
- STR 11 +0 save +0
- DEX 18 +4 save +4
- CON 15 +2 save +2
- INT 14 +2 save +2
- WIS 12 +1 save +1
- CHA 8 -1 save -1
- Skills
- Sleight of Hand +6 , Stealth +6 , Technology +4
- Passive Perception
- 11
- Senses
- darkvision 90 ft.
- Languages
- Sylvan
- Damage resistances
- lightning
- Found in
- Station Interior , Derelict Hull
Traits
-
Weak Point
After inspecting a vehicle, machine or structure for 1 minute, the gaunt identifies the single failure that would disable every other system aboard.
-
Ducting Crawl
The gaunt can squeeze through a gap of 3 inches at full speed and has advantage on Stealth checks aboard a ship or station.
Actions
-
Multiattack
The gaunt makes two claw attacks.
-
Claw
+6 to hit · reach 5 ft.
1d8 + 4 slashing damage
-
System Failure
One machine, vehicle or system within 5 feet stops working. Restoring it takes a DC 16 Technology check and an hour, and until then anything depending on it is disabled.
-
Disengage and Hide Bonus action
The gaunt takes the Disengage and Hide actions.