Hobkins Gremlin
Source: Alien Archive 3
CR: 1/2 XP: 200
NE Small fey
Init.: +3 Senses: low-light vision Perception: +4
Defense
HP: 11
EAC: 9 KAC: 10
Fort: +2 Ref: +2 Will: +3
Offense
Speed: 30 ft.
Melee: bite +1 (1d4–1 P) or claw +1 (1d4–1 S)
Offensive Abilities: None
Spell-like Abilties: (CL 1st)
Statistics
Str: -1 Dex: +3 Con: +0 Wis: +1 Int: +1 Cha: +2
Skills: Acrobatics +4, Intimidate +9, Stealth +9
Languages: Aklo, Common
Ecology
Environment: any
Organization: solitary, gang (2–5), or infestation (6–30 plus one malefactor)
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>.</p>