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Hazards

Gremlin Horde

Level 6

commonComplexMagical

A swarming pack of gremlins lurking in the walls and rafters, hurling tinkering curses at anything a traveler is foolish enough to carry.

In play

Hexed Calamity [Reaction]

Routine (3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered.

  • Critical Success The hex bounces back to affect the gremlin horde.

Disable DC 25 Arcana, Occultism, or Religion (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 Acrobatics or Stealth (expert) to capture and scatter a gremlin gang.

Level 6 · Complexity Complex

Stealth +18 (expert)

Disable

  • Arcana DC 25 (trained) — , Occultism , or Religion (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang
  • Acrobatics DC 28 (expert) — or Stealth (expert) to capture and scatter a gremlin gang

AC 27

HP 22 · Hardness 15

Trigger A creature comes within 30 feet of the gremlin horde

Effect Every firearm within 30 feet misfires. If a creature is holding the firearm, they can attempt a DC 27 Will save, negating this effect on a success. The hazard rolls initiative.

Reset If not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.

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