Hobkins Gremlin Malefactor

Source: Alien Archive 3

CR: 4 XP: 1,200

NE Small fey

Init.: +5 Senses: darkvision 60 ft. Perception: +10

Defense

HP: 43

EAC: 15 KAC: 16

Fort: +5 Ref: +5 Will: +7

Offense

Speed: 30 ft.

Melee: bite +7 (1d4+3 P) or claw +7 (1d4+3 S)

Offensive Abilities: None

Spell-like Abilties: (CL 4th, ranged +7)

Statistics

Str: -1 Dex: +5 Con: +0 Wis: +3 Int: +1 Cha: +1

Skills: Computers +10, Engineering +10, Intimidate +15, Stealth +15

Languages: Aklo, Common; limited telepathy 60 ft.

Ecology

Environment: any

Organization: solitary or infestation (1 plus 6–30 hobkins gremlins)

Special Abilities

<p><b>Collateral Damage (Su)</b> Whenever an attack fails to damage a hobkins, whether due to a low attack roll, a miss chance, or a failure to penetrate DR, the hobkins can redirect the attack to any target in range of the original attack (if any), including objects. The attack can’t be redirected against the original attacker, though it can be redirected against the original attacker’s gear (but not the weapon used to make the original attack). The attacker rolls a new attack and damage roll against the new target, and the attack is considered to have the penetrating weapon special quality.<br/><br/> <b>Minor Levitation (Su)</b> A hobkins floats about 1 inch about the ground, allowing it to ignore difficult terrain. As a move action, a hobkins can levitate up to 20 feet straight up, but at the end of the movement, unless it has found something to cling to, it returns to 1 inch above the nearest flat surface below it.<br/><br/> <b>Out of Phase (Su)</b> Hobkins exist slightly out of phase with the Material Plane, causing all ranged attacks against them to suffer a 50% miss chance. This ability functions as <i>displacement</i>.<br/><br/> <b>Perfect Coordination (Su)</b> A hobkins malefactor can use its psychic ability to orchestrate precise mayhem and destruction with other hobkins. As a full action, the malefactor can telepathically instruct up to 15 hobkins that are within 60 feet; each of the chosen gremlins gains a +2 circumstance bonus to its next skill check or attack roll, or the DC of the next spell it casts increases by 2.</p>

Description