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UrbelCreature 4


UniqueSmallChaoticEvilFeyGremlin
Source Pathfinder #169: Kindled Magic
Perception +8 (darkvision)
Languages Sakvroth
Skills Acrobatics +10, Athletics +9, Crafting +7, Intimidation +12, Stealth +10
Str +3, Dex +4, Con +3, Int -1, Wis +0, Cha +2

AC 21; Fort +13; Reflex +12; Will +8;
HP 68
Speed 30 feet (climb 20 feet)
Weaknesses Cold Iron 4

Claw One Action +14 (+10, +6) to hit (agile, finesse, unarmed) 1d4+5 Slashing
Pick One Action +14 (+9, +4) to hit (fatal d10) 2d6+5 Piercing
Jaws One Action +14 (+9, +4) to hit (finesse, unarmed) 1d6+5 Piercing

Kneecapper Reaction (move)

Trigger A Medium creature within Urbel's reach leaves a square during its move action


Effect Urbel lashes out at the triggering creature's knees and tries to knock them Prone. He attempts an acrobatics check against the creature's Reflex DC. On a success, the target falls and lands Prone.

Bully

Any melee weapon Urbel uses gains the shove trait, and if he rolls a critical failure when attempting to Shove a creature with the weapon, he treats the result as a failure instead.

Pound Down

Urbel's melee Strikes deal an additional 1d6 damage to Prone targets.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Primal Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Prestidigitation
1st Level: Grease, Shocking Grasp
2nd Level: Shatter


The "towering" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.

In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.

Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.

Gremlin

Cruel and mischievous fey, gremlins have acclimated to life in the Universe.