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Gremlins

Gremlins are more intelligent than most of their cousins and possess a natural desire to tinker and build. They have a passion for creating to equal any drakel, however, they passions tends toward creating things that destroy, which puts them in a vicious cycle of destroying and rebuilding their own settlements.

Basic Information

Anatomy

Gremlins have skin that ranges through every shade of green. Their hair tends to be black, sometimes turning blue with age and they are capable of growing short beards. They have long, hawkish noses and sharp features, and their ears are slightly more rounded. Their eyes are entirely yellow except for the pupils which can range from black to sky blue. Their bodies tend to be short and squat, with stubby legs and thick arms.

Additional Information

Geographic Origin and Distribution

Typically found enslaved by or in hiding within Drakel settlements.
Genetic Ancestor(s)

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Gremlin

Ability Score Increase Dex +2, Int +1
Size Small
Speed 30ft

Darkvision. You can effectively see in dim light within 60 feet of you as if it were in bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Nimble Escape. You can take the Disengage and Hide action as a bonus action once. You can't use this feature again until you finish a short rest.   Dangerous Tinker: The drakel like pretty things, but you like your creations to be a little more dynamic. You have proficiency with one artisan’s tool of your choice. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp) that works for 24 hours, or when you use your action to dismantle it. You can have up to three such devices active at one time. You may reclaim the parts used to create the device once it stops functioning, only if it did not explode. When you create a device, choose one of the following options:   Bomb Boy – A clockwork tiny construct that is in the form of a goblin. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in the direction it is facing making a loud wailing sound as it walks. When it is destroyed roll a d20. On a roll of 12 or higher the object explodes in a sphere five feet in diameter dealing 1d4 fire damage.   Arsonist's Friend – A small brass rod with a slit at the top and a button on the side. When the button on the device is is pushed roll 1d6. On an even roll the device produces a miniature flame, which you can use to light a candle, torch, or campfire. An odd roll rsults in the device failing to work. On a roll of one the device explodes causing 1d4 fire damage to the user. Using the device requires an action.   Blast Orb – The device is a small brass orb that makes a ticking sound once a small button on the top is pressed. 5 seconds after the button at the top is pressed the device explodes in a sphere 10 feet in diameter dealing 1d8 fire damage to anything within it. If the device is destroyed, nothing happens.   Artificer’s Lore: Whenever you make an intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus you normally apply.

Languages. Goblish

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