Gremlin, Fuath
System: Pathfinder | SRD
Gremlin, Fuath
CR 1
XP 400
CE
Fey (aquatic)
Tiny
Init +5
;
Senses darkvision 120 ft., low-light vision; Perception +5
Defense
AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 7 (1d6+4)
Fort +1
Ref +3
Will +3
DR 5/cold iron
Resist cold 10
SR 12
Weaknesses vulnerable to fire and sunlight
Offense
Speed 20 ft., climb 10 ft., swim 30 ft.
Melee 2 claws +3 (1d3-2)
Ranged dart +3 (1d2-2)
Special Attacks congeal water
CMB -1
CMD 7
Statistics
Str 7,
Dex 13,
Con 12,
Int 10,
Wis 13,
Cha 8
Base Atk +0
Feats Improved Initiative, ToughnessB, Weapon FinesseB
Skills Climb +9, Escape Artist +5, Handle Animal +4, Perception +5, Stealth +13, Swim +13, Use Magic Device +3
Languages Aquan
SQ amphibious
Special Abilities
Congeal Water (Su) Once per day, a fuath can surround a creature in a thin layer of magically viscous water as a standard action at a range of 30 feet. A target that fails a DC 10 Reflex save becomes entangled and must hold its breath or risk drowning. The target or an adjacent creature can spend a full-round action on its turn scraping off the clinging fluid, allowing a new Reflex save with a +2 bonus; otherwise, the effect lasts for 1d4 minutes. A fuath can use this ability even if there is no source of water nearby. The save DC is Charisma-based and includes a +1 racial bonus.
Vulnerable to Sunlight (Ex) A fuath takes 1 point of Constitution damage after every hour it is exposed to sunlight. Water of a depth of at least 1 foot negates this harmful effect.
This waterlogged gremlin has lobster claws for hands and an almost canine face with webbed ears.