Gremlin, Vexgit
Maniacally destructive little brutes, vexgits delight in scrapping and sabotaging the works of larger races. The larger and more complicated the target, the better. While one of these spiteful gremlins might delight in trapping someone behind a door with a jammed lock, loosening the wheels on a carriage, or sneakily removing all the nails from a small boat, it's when groups of vexgits get together that they're truly dangerous. In such instances, the portcullis of a vexgit-infested gatehouse turns into a deadly weapon, while a clock tower becomes an avalanche of gears waiting to topple. Engineers warn apprentices of masterful constructions destroyed by these unruly gremlins, with many blaming their greatest failures on such tiny saboteurs.
Like most gremlins, vexgits prefer to live underground, but cities and the devices they find there fascinate them, often drawing mobs of the dangerous fey to sewer tunnels and abandoned warehouses.
Vexgits stand 1-1/2 feet tall and weigh approximately 16 pounds.
- HP
- 8 (1d6+5)
- AC
- 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
- Speed
- 20 ft., climb 20 ft.
- Init
- +1
- Melee
- warhammer +0 (1d4-2/×3), bite -2 (1d3-2)
- Space
- 2-1/2 ft.
- Reach
- 0 ft.
- BAB
- +0
- CMB
- -1
- CMD
- 7
- Fort
- +2
- Ref
- +3
- Will
- +3
- DR
- 5/cold iron
- SR
- 12
- Racial Modifiers
- +4 Disable Device, +4 Stealth in metal or stony areas, -4 Stealth when moving
Weapons: Simple
Speedy Sabotage — Vexgits are adept at disassembling machinery, reducing even complex devices to trash with shocking speed. When using the Disable Device skill, these gremlins treat all devices as being one category simpler for the purposes of determining how long it takes to use the skill. Thus, difficult devices count as tricky, tricky devices count as simple, and simple devices can be dismantled as a free action.
Wrecking Crew — A group of up to six vexgits can work together to dismantle a device. This ability functions like the aid another action, but a single vexgit can receive help from up to five other vexgits, granting it up to a +10 bonus on its Disable Device check.
<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>
Appraise +2, Climb +13, Craft (traps) +5, Disable Device +9, Knowledge (engineering) +2, Perception +5, Stealth +13 (+17 in metal or stony areas, +9 when moving)
- Type
- Fey
- Alignment
- LE
- Size
- Tiny
- Environment
- any underground or urban
- Organization
- solitary, pair, mob (3-12), or infestation (13-20 with 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
- standard (warhammer, other treasure)
- Senses
- darkvision 120 ft., low-light vision; Perception +5
- Languages
- Undercommon
- Source
- Bestiary 2
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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: Rusting Grasp (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Snare (Spell)House/Core — covered by the site's Section 15.
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