The Gremlin makes two attacks with two different tools from his Tinkerers Tool kit, dealing damage based on the type of tool used. Each tool deals a different damage type. Attack 1: +3 to Hit, 1D6+1 DMG, Attack 2: +3 to Hit, 1D6+1 DMG Hammer: Blunt, Chisel: Piercing, File: Bleed DC12 Con, Plier: Grapple DC12 Str, Saw: Bleed DC16 Con, Clamp: Grapple DC16 Str, Anvil: +2 AC against next attack, Knife: Slashing, Screwdriver: Piercing "This attack can only be made if the 1st and 2nd attacks hit the target." Tail Slam: +3 to Hit, 1D10+1 DMG
When an opponent's attack misses, the Gremlin Teleports up to 30ft. away (into an unoccupied space) and reappears. As the Gremlin reappears, an invisible blade makes an attack against the targets Passive Perception. Invisible Blade Strike: 1D4+1, Slashing Dmg (Damage increases by 1D4 for every +5 levels the players achieve)
All Gremlins abide by this single, simple rule, if they are caught, they must teach their captor a piece of knowledge. In return, the Gremlin asks for their freedom. In the event that players attempt to slay the Gremlin after they receive the gift of knowledge, the Gremlin will retaliate. A Deal Broken: When players try to kill the Gremlin, it instead disappears and deals +2 Condition Dmg to all characters in the area.
Lair Description: The lair of a Gremlin is always the same, but rarely in the same place. There are often tools of various types hanging from chains that are hooked into the ceiling and walls, while several piles of seemingly useless junk clutter the area around a workbench. Often being poorly lit, a single candle or lamp lights the Gremlins workspace and affords it just enough illumination to go about its business.