Urbel

Level 4
Creature· chaoticUniqueSmallLegacy
AC
21
HP
68
Speed
30 ft.
Perception
+8
Fort
+13
Ref
+12
Will
+8
Weaknesses cold-iron 4
Languages sakvroth
Senses darkvision
Skills intimidation +12, acrobatics +10, stealth +10, athletics +9, crafting +7
Other Speeds climb 20 ft.
Recall Knowledge DC 29 (nature)

Attacks

Melee Claw +14 (agile, finesse, unarmed), Damage 1d4+5 slashing
Melee Pick +14 (fatal-d10), Damage 2d6+5 piercing
Melee Jaws +14 (finesse, unarmed), Damage 1d6+5 piercing

Abilities

Kneecapper

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

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.