Gremlin Deceiver - Monsters

Gremlin Deceiver
Small fey humanoid
Level 5 Controller XP 200

HP 63; Bloodied 31Initiative +4
AC 19, Fortitude 16, Reflex 18, Will 17Perception+10
Speed 6Low-light vision

Traits

Sabotaging PresenceAura 5

Enemies within the aura take a -5 penalty to skill checks.

Standard Actions

(⚔) ClawAt-Will

Attack: Melee 1 (one creature); +10 vs. AC

Hit: 2d6 + 6 damage.

Befuddling Burst (charm, psychic) ✦ Recharge ⚃ ⚄ ⚅

Attack: Area burst 2 within 10 (enemies in the burst); +8 vs. Will

Hit: 1d8 + 5 psychic damage, and the target cannot shift or stand up (save ends).

Miss: The target cannot shift or stand up until the end of its next turn.

Minor Actions

Slip UpAt-Will 1/round

Attack: Ranged 5 (one creature); +8 vs. Will

Hit: The target falls prone.

Triggered Actions

Gremlin TacticsAt-Will

Trigger: An enemy adjacent to the deceiver misses it with a melee attack.

Effect (Immediate Reaction): The deceiver swaps positions with the triggering enemy.

Skills Bluff +8, Stealth +9, Thievery +9
Str 12 (+3)                Dex 15 (+4)                Wis 16 (+5)
Con 15 (+4)                Int 18 (+6)                Cha 13 (+3)

Alignment chaotic evil        Languages Common, Elven, Goblin

Published in Monster Manual 3, page(s) 106, Dungeon Magazine 185.