Gremlin

Gremlin

Small sentient fey humanoid (6d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)Β CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)MAG 15 (5d6)
πŸ… Aura of bad luck. Things go wrong when gremlins are around. Creatures within 30' of a gremlin cannot access their LUC pool. Additionally, whenever a gremlin successfully hits a foe, it drains one LUC die from the victim's LUC pool (to a minimum of 0 LUC dice).
MELEE DEFENCE 14RANGED DEFENCE 20MENTAL DEFENCE 24VITAL DEFENCE 10
HEALTH 18SOAK 3 ; VULN 1d6 cold ironIMMUNE all physical damage not caused by cold iron
INITIATIVE 6d6PERCEPTION 6d6Β SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
πŸ…œ Knife 3d6 melee (2d6+2 slashing damage; sneaking attack)
Skills combat 1 (1d6), perception 3 (2d6), movement 10 (4d6), tactics/reactions 3 (2d6), social skill 4 (2d6), magical skill 1 (1d6)

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical.Β 
Sneaking attack. Β An attack made against an unaware foe gets +2d6 to its damage roll.
Teleport. A gremlin can teleport to any location it can see by spending all its actions.