Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
mitflit gremlins
Ability
Launch Marbles
The mitflit uses the marble launcher to fire six marbles at a creature in area A1. The target must attempt a DC 16 Reflex save.Success The creature is unaffected. Failure The creature is distracted by the marbles and is clumsy 2 until the end of its next turn.Critical Failure As failure, but one of the marbles hits the creature somewhere sensitive, causing 1d6 nonlethal bludgeoning damage.
Ability
Primal Innate Spells
DC 17; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips (1st) prestidigitation
Ability
Self-Loathing
4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
Ability
Vengeful Anger
(emotion, mental) As long as it isn't frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.
Ability
Vermin Empathy
Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
Offense
Melee
Circumstance: combat round (melee)
shortsword +9 [+5/+1] (agile, finesse, versatile S), Damage 1d6 piercing
Trait
Fey
Creatures of the First World are called the fey.
Trait
Gremlin
Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.
Item
marbles (6)
shortsword
Language
Undercommon
Perception
darkvision
scent (imprecise) 30 feet
Weakness
cold iron 2