Gremlin, Haniver
System: Pathfinder | SRD
Gremlin, Haniver
CR 1/2
XP 200
N
Fey (aquatic)
Tiny
Init +5
;
Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d6+1)
Fort +1
Ref +3
Will +2
DR 2/cold iron
SR 11
Offense
Speed 10 ft., fly 20 ft. (average), swim 20 ft.
Melee bite +1 (1d3–1)
Space 2-1/2 ft.
;
Reach 0 ft.
Special Attacks misplacement
CMB –1
CMD 8
Statistics
Str 9,
Dex 13,
Con 12,
Int 8,
Wis 11,
Cha 12
Base Atk +0
Feats Improved Initiative
Skills Disable Device +3, Disguise +5, Fly +5, Perception +4, Sleight of Hand +7, Stealth +13, Swim +11
Languages Common, Sylvan
SQ amphibious
Special Abilities
descriptor Hanivers are swift and curious, possessing an uncanny ability to meddle with the possessions of any character whose square they enter. Any time a haniver succeeds at a Sleight of Hand check against a creature, it also rearranges that creature's possessions. The next time that creature attempts to produce a weapon or item, it finds its possessions misplaced or disarranged; retrieving a stored item or drawing a weapon then requires a standard action instead of a move action (unless the haniver has stolen the item in question). After spending this standard action, the character takes mental inventory and is no longer affected by this ability.Occasionally, hanivers replace items they've stolen or leave their old treasures—seashells, old fish, clumps of sand—in containers or clothing they have rooted through. They do this without any added difficultly to their Sleight of Hand checks.
This small, bizarre humanoid creature has finlike wings, strange yellow skin, and tiny black eyes burning with malevolence.