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- {
- "ac": 15,
- "alignment": "CE",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 2,
- "constitution": 2,
- "creature_ability": [
- "Rearrange Possessions"
- ],
- "creature_family": "Gremlin",
- "creature_family_markdown": "[Gremlin](/MonsterFamilies.aspx?ID=58)",
- "dexterity": 3,
- "exclude_from_search": false,
- "fortitude_save": 4,
- "hp": 9,
- "hp_raw": "9",
- "id": "creature-1178",
- "intelligence": -1,
- "language": [
- "Aquan",
- "Common",
- "Undercommon"
- ],
- "language_markdown": "[Aquan](/Languages.aspx?ID=14), [Common](/Languages.aspx?ID=1), [Undercommon](/Languages.aspx?ID=11)",
- "level": -1,
- "markdown": "<title level=\"1\" pfs=\"Standard\">[Haniver](/Monsters.aspx?ID=1178)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nHanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark's gleaming teeth (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Fey](/Rules.aspx?ID=563)**\r\n([Nature](/Skills.aspx?ID=10)): DC 13\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 11\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 8\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature -1\">[Haniver](/Monsters.aspx?ID=1178)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Tiny\" />\r\n<trait label=\"Amphibious\" url=\"/Traits.aspx?ID=207\" />\r\n<trait label=\"Fey\" url=\"/Traits.aspx?ID=69\" />\r\n<trait label=\"Gremlin\" url=\"/Traits.aspx?ID=221\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 120</row>\n\n**Perception** +5; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Aquan](/Languages.aspx?ID=14), [Common](/Languages.aspx?ID=1), [Undercommon](/Languages.aspx?ID=11)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +5, [Deception](/Skills.aspx?ID=5) +4, [Nature](/Skills.aspx?ID=10) +3, [Stealth](/Skills.aspx?ID=15) +5, [Thievery](/Skills.aspx?ID=17) +5\r\n\r\n<row gap=\"medium\">\r\n**Str** +1\r\n\r\n**Dex** +3\r\n\r\n**Con** +2\r\n\r\n**Int** -1\r\n\r\n**Wis** +1\r\n\r\n**Cha** +2\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 15 \r\n\r\n**Fort** +4 \r\n\r\n**Ref** +7 \r\n\r\n**Will** +3 \n\n</row>\r\n\r\n**HP** 9\n\n**Weaknesses**\r\n[cold iron](/Equipment.aspx?ID=375) 2\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 10 feet, fly 20 feet, swim 20 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nbite +7 ([Agile](/Traits.aspx?ID=170), [Finesse](/Traits.aspx?ID=179)),\r\n**Damage** 1d4+1 piercing\r\n\r\n**Primal Innate Spells** DC 13\r\n- **Cantrips (1st)**\r\n[Prestidigitation](/Spells.aspx?ID=229)\r\n- **1st**\r\n[Fear](/Spells.aspx?ID=110), [Ventriloquism](/Spells.aspx?ID=356) (at will)\r\n\r\n**Rearrange Possessions** <actions string=\"Single Action or Two Actions\" /> ([Manipulate](/Traits.aspx?ID=104)) The haniver attempts to [Steal](/Actions.aspx?ID=68) a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers. The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one. The haniver can Steal an object that's closely guarded using this action without the –5 penalty, though not objects that would be extremely noticeable or time-consuming to remove. They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Mari Haniver</title>\r\n\r\nSailors sometimes affix a “Mari Haniver” to their ship's prow. Made from a ray's dried carcass, this clever bit of taxidermy resembles a dead haniver enough to scare gremlins away. But should a haniver wise up to the ruse, it will stop at nothing to torment its would-be deceivers. \r\n</aside>\r\n\r\n<document level=\"2\" id=\"creature-family-58\" />",
- "name": "Haniver",
- "npc": false,
- "perception": 5,
- "pfs": "Standard",
- "rarity": "common",
- "reflex_save": 7,
- "release_date": "2021-04-07",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Amphibious\" url=\"/Traits.aspx?ID=207\" />\r\n<trait label=\"Fey\" url=\"/Traits.aspx?ID=69\" />\r\n<trait label=\"Gremlin\" url=\"/Traits.aspx?ID=221\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 120</row>\r\n\r\n**Creature Family** [Gremlin](/MonsterFamilies.aspx?ID=58)\r\n\r\n<row gap=\"medium\">\r\n**HP** 9\r\n\r\n**AC** 15\r\n\r\n**Fort** +4\r\n\r\n**Ref** +7\r\n\r\n**Will** +3\r\n\r\n**Perception** +5\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Tiny"
- ],
- "skill": [
- "Acrobatics +5",
- "Deception +4",
- "Nature +3",
- "Stealth +5",
- "Thievery +5"
- ],
- "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +5, [Deception](/Skills.aspx?ID=5) +4, [Nature](/Skills.aspx?ID=10) +3, [Stealth](/Skills.aspx?ID=15) +5, [Thievery](/Skills.aspx?ID=17) +5",
- "source": [
- "Bestiary 3"
- ],
- "source_raw": [
- "Bestiary 3 pg. 120"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Bestiary 3](/Sources.aspx?ID=66) pg. 120</row>",
- "speed": {
- "fly": 20,
- "land": 10,
- "max": 20,
- "swim": 20
- },
- "speed_markdown": "10 feet, fly 20 feet, swim 20 feet",
- "speed_raw": "10 feet, fly 20 feet, swim 20 feet",
- "spell": [
- "Fear",
- "Ventriloquism",
- "Prestidigitation"
- ],
- "spell_markdown": "[Fear](/Spells.aspx?ID=110), [Prestidigitation](/Spells.aspx?ID=229), [Ventriloquism](/Spells.aspx?ID=356)",
- "stealth": "5",
- "strength": 1,
- "strongest_save": [
- "ref",
- "reflex"
- ],
- "summary": "Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their …",
- "summary_markdown": "Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their …",
- "text": " Haniver Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark's gleaming teeth (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Haniver Source Bestiary 3 pg. 120 Perception +5; darkvision Languages Aquan, Common, Undercommon Skills Acrobatics +5, Deception +4, Nature +3, Stealth +5, Thievery +5 Str +1 Dex +3 Con +2 Int -1 Wis +1 Cha +2 --- AC 15 Fort +4 Ref +7 Will +3 HP 9 Weaknesses cold iron 2 --- Speed 10 feet, fly 20 feet, swim 20 feet Melee Single Action bite +7 (Agile, Finesse), Damage 1d4+1 piercing Primal Innate Spells DC 13 - Cantrips (1st) Prestidigitation - 1st Fear, Ventriloquism (at will) Rearrange Possessions Single Action or Two Actions (Manipulate) The haniver attempts to Steal a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers. The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one. The haniver can Steal an object that's closely guarded using this action without the –5 penalty, though not objects that would be extremely noticeable or time-consuming to remove. They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard. Mari Haniver Sailors sometimes affix a “Mari Haniver” to their ship's prow. Made from a ray's dried carcass, this clever bit of taxidermy resembles a dead haniver enough to scare gremlins away. But should a haniver wise up to the ruse, it will stop at nothing to torment its would-be deceivers. ",
- "trait": [
- "Amphibious",
- "Fey",
- "Gremlin",
- "CE",
- "Tiny"
- ],
- "trait_markdown": "[Amphibious](/Traits.aspx?ID=207), [Fey](/Traits.aspx?ID=69), [Gremlin](/Traits.aspx?ID=221)",
- "trait_raw": [
- "Amphibious",
- "Fey",
- "Gremlin"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=1178",
- "vision": "Darkvision",
- "weakest_save": [
- "will"
- ],
- "weakness": {
- "cold_iron": 2
- },
- "weakness_markdown": "[cold iron](/Equipment.aspx?ID=375) 2",
- "weakness_raw": " cold iron 2",
- "will_save": 3,
- "wisdom": 1
- }
|