Gremlins

Gremlins are mischievous spirits forged into a miniature humanoid creature. They exist to pull pranks and sabotage places or items, the more destructive and chaotic the better. The tallest of gremlins are at most three feet, and range down to just over a foot. Most lack significant physical strength, and so must rely on trickery and forming groups to achieve their goals

Jinkin

Jinkins delight in drawing larger beings into pits and confusing caverns, often by snatching up small items and using them as lures. They hold grudges and will stalk a group that evades their trap or recovers a stolen item for weeks to try and escalate the situation. While they rarely directly attack, they may if their traps and thefts are repeatedly foiled and the target looks weak. Their greatest strength is an ability to curse magic items, and a band of jinkin will come together whenever they have the chance to do so. In combat, a group of them can throw a quick curse that is tenacious but will break over time, but if a band of jinkin can get their hands on a magic item they can perform an hour long ritual that lays a permanent curse on that item. Until the curse is fully stripped by stronger magic it always has a 20% chance of failing to activate its active ability.

A 13th Age stat block for the jinkin gremlin. The text is available below this picture.

Jinkin Gremlin
1st level mook spoiler [humanoid]
Initiative: +7
Tiny Sword +6 vs. AC – 2 damage.
Sneak Attack: The jinkin deals an extra 2 points of damage if another ally is engaged with the enemy.
Tinker: If 4 jinkins start their turn engaged with the same enemy, they can combine their standard actions to make the following attack against that enemy:
Lay Curse +6 vs. MD – Any time the target attempts to use the activated ability of a magic item, there’s a 20% chance that the effect fails. Each time the character completes a full heal up, it can roll a hard save (16+); on a success, it overcomes this curse.
AC 18 PD 15 MD 13 HP 7 (mook)
Mook: Kill one jinkin gremlin mook for every 7 damage you deal to the mob.

Nuglub

Nuglub gremlins are very large and very simple, by gremlin standards. They have less ability for magical trickery, and so just thrill in brutal combat. While a nuglub will set up and take advantage of traps whenever possible, their ideas are very simple and straightforward. Hidden pit traps, thrown spears or rocks at someone who steps on a tripwire, or just a broken tree falling over. Then the nuglub jumps out and starts clawing and biting and beating any vulnerable targets. Nuglubs tend to have smaller groups than other gremlin types, as they fight among themselves, but they can take control of groups of other gremlins by threat of force.

A 13th Age stat block for the nuglub gremlin. The text is available under this picture.

Nuglub Gremlin
1st level troop [humanoid]
Initiative: +3
Cruel Beatings +6 vs. AC (2 attacks) – 3 damage.
Natural 16+: The target is hampered until the end of its next turn.
AC 16 PD 15 MD 11 HP 32

Pugwumpi

Like a particularly mean lapdog given the ability to walk on its back legs, pugwumpi are vicious and cruel gremlins. They enjoy seeing others suffer accidents and mishaps, and each one carries an aura of bad luck around itself that causes chaos for everyone nearby. This combined with their love for setting traps and hovering nearby to let their aura ruin any attempt to bypass or disarm it, laughing uproariously over the fallout. They hate almost all other creatures, except strangely gnolls, who are also unaffected by their bad luck. Few gnolls appreciate this affection, but certain outcast gnolls may find themselves leading bands of pugwumpi, as they have no one else to rely on.

A 13th age stat block for the pugwampi gremlin. The text is available under this picture.

Pugwampi Gremlin
0th level mook spoiler [humanoid]
Initiative: +6
Very Tiny Dagger +5 vs. AC – 2 damage.
R: Very Tiny Bow +5 vs. AC (one nearby enemy) – 1 damage.
Unlucky Aura: Any creature except pugwampi and gnolls nearby to 2 or more pugwampi has terrible bad luck. Any time they make an attack roll or saving throw, they have to roll 2d20 and use the lower die result. Each time this causes an attack or save to fail, that enemy can attempt a hard save (16+). On a success, that enemy is immune to the pugwami’s unlucky aura until the end of the battle.
AC 15 PD 14 MD 10 HP 5 (mook)
Mook: Kill one pugwampi gremlin mook for every 5 damage you deal to the mob.

Vexgit

Maniacally destructive, vexgit focus their attention on complicated devices. Looking like little crustaceans, each one carries around a heavy hammer it salvages from whatever source it can. They dismantle and destroy machinery, the more complicated the better. At their most simple, they’ll rig a carriage wheel to fall off, or a door to stick when closed, but groups of them can create much more dangerous traps. A castle’s portcullis may fall unexpectedly when passed under, or a clocktower’s gears burst and fly about a room. Vexgit are boogeymen blamed for all engineering failures, even when not responsible, but that just boosts their egos and drives them to be responsible for more failures.

A 13th Age stat block for the vexgit gremlin. The text is available below this picture.

Vexgit Gremlin
0th level spoiler [humanoid]
Initiative: +3
Surprisingly Large Hammer +5 vs. AC – 4 damage.
[Group Ability] Rusting Grasp +5 vs. PD (one enemy wearing metal armor or wielding a metal weapon) – The target either takes a cumulative -1 penalty to AC or to attacks and damage until the end of the battle.
Group Ability: For every 2 vexgit in the battle (round up), one of them can use rusting grasp as a standard action once during the battle.
AC 16 PD 14 MD 12 HP 18

Inspired by the Pathfinder 1e Bestiary 2. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

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