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Pathfinder

Compendium

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Nuglub

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Nuglub gremlins are deranged; they enjoy combat with a manic glee that other gremlins reserve for destroying devices or creating complex traps. Indeed, they spend long hours sharpening their claws, filing their teeth, and looking for the perfect ledge from which to leap into the fray. If combat doesn't come to them, they seek it out, entering villages and killing innocents by night. Their idea of a good time is murder so silent that the victim never wakes up, so the family members find the remains the next morning and accuse one another of the atrocity.

Nuglubs jealously attack armored foes, as the gremlins' hunchbacked forms make it difficult to wear armor made for other humanoids. A group may use its heat metal and shocking grasp abilities to weaken an opponent before mobbing it and trying to knock the foe prone. As soon as an enemy falls to the ground, all nuglubs descend on that target in a frenzy of bloodlust, grappling and biting, holding on like perverse leeches until nothing remains.

Though less technically inclined than some of their kin, nuglubs like using traps. Unlike most gremlins, who prefer to sabotage existing machines, nuglubs delight in the stealthy construction of traps in areas their victims consider familiar, rigging these painful and often deadly surprises on front doors, around the floor of beds, or near cribs in nurseries.

Nuglubs are the brutes of gremlin-kind. Groups of nuglubs remain small, as they tend to quarrel with each other and cannibalize those on the wrong side of an angry argument. Lone nuglubs often work with other gremlins, as they like proving they're the strongest, and aren't likely to kill and eat their smaller allies (though those slain by other enemies are fair game for a little snacking).

Nuglubs typically stand 2-1/2 feet tall and weigh approximately 25 pounds.

Special Abilities

Kneecapper (Ex) A nuglub has a +4 racial bonus on combat maneuver checks to trip an opponent.

Attributes

AC
18, Touch 15, Flat-footed 14 (+4 Dex, +3 Natural, +1 Size)
Alignment
Ce
Base Atk
+1
CMB
+1 (+5 Grapple And Trip)
CMD
15
CR
CR 2
Cha
12
Con
15
Creature Type
Fey
DR
5/cold Iron
Dex
18
Environment
Any Underground Or Urban
Feats
Step Up , Toughness B , Weapon Focus (Claw)
Fort
+3
HP
19 (3d6+9)
Init
Ce Small Fey +4
Int
8
Languages
Undercommon
Melee
Bite +3 (1d4+1 Plus Grab ), 2 Claws +4 (1d3+1 Plus Trip)
Organization
Solitary, Pair, Or Mob (3-6)
Racial Modifiers
+4 Craft (Traps), +4 Intimidate , +4 Perception
Ref
+7
SQ
Kneecapper
Senses
Darkvision 120 Ft., Low-light Vision; Perception +9
Size
Small
Skills
Acrobatics +10, Climb +9, Craft (Traps) +9, Intimidate +8, Perception +9, Stealth +14
Speed
30 Ft., Climb 20 Ft.
Spell Resistance
13
Spell-Like Abilities
(Cl 3rd; Concentration +4) At Will— Prestidigitation 1/hour— Heat Metal (Dc 13), Shocking Grasp, Snare
Str
13
Treasure
Standard
Will
+2
Wis
9
XP
600
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