Gremlin, Monaciello
Most often found in urban environments, this gremlin lives among humanity, taunting religious and scholarly organizations with its pranks. Monaciello gremlins are most commonly found in monasteries and cathedrals where they wriggle their way up from the sewers and catacombs to play tricks on the devout.
These tricksters pull blankets off sleeping clergy members, harass servants, spoil food, and hide valuables from their owners. Enamored with gold, they often overinflate the value of things with illusions, and even throw handfuls of gold coins (or illusions of gold coins if they are feeling especially stingy) to distract creatures on their trail. They pull these coins from their ever-present magical bags, confident they can always pilfer more.
A monaciello stands 2-1/2 feet tall and weighs approximately 20 pounds.
- HP
- 14 (2d6+7)
- AC
- 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
- Speed
- 30 ft.
- Init
- +2
- Melee
- bite +4 (1d4–2), dagger +4 (1d3–2/19–20)
- BAB
- +1
- CMB
- –2
- CMD
- 10
- Fort
- +2
- Ref
- +5
- Will
- +4; +4 vs. divine magic
- DR
- 5/cold iron
- SR
- 12
- Racial Modifiers
- +4 Disable Device, +4 Stealth (+0 when moving)
Weapons: Simple
Magic Bag — A monaciello always carries its pouch with it. This pouch contains an extradimensional space and operates like a bag of holding (type I). If this pouch is separated from the monaciello, all of its former contents are lost, and it becomes a normal bag that contains a number of coins equal to double the treasure value of a creature of the gremlin's CR. A monaciello that loses its pouch must create a new one, a process that takes 1d4 days. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed.
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Bluff +6, Disable Device +8, Escape Artist +7, Perception +6, Sense Motive +6, Stealth +18 (+14 when moving)
- Type
- Fey
- Alignment
- CE
- Size
- Small
- Environment
- any urban
- Organization
- solitary, pair, congregation (3–12), or infestation (13–20 plus 1–3 sorcerers of 1st–3rd level, 1 rogue leader of 2nd–4th level, 2–14 trained dire rats, 2–5 trained venomous snakes, and 1–3 rat swarms)
- Treasure
- double (always gold coins)
- Senses
- low-light vision; Perception +6
- Languages
- Aklo
- Source
- Bestiary 4
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Prestidigitation (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Putrefy Food And Drink (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Silent Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Glitterdust (Spell)House/Core — covered by the site's Section 15.
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