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- {
- "ac": 27,
- "breadcrumbs_spa": [],
- "category": "hazard",
- "complexity": "Complex",
- "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",
- "exclude_from_search": false,
- "fortitude_save": 11,
- "hardness": 15,
- "hardness_raw": "15 (while inside the centurion)",
- "hp": 22,
- "hp_raw": "22 per gremlin gang",
- "id": "hazard-177",
- "level": 6,
- "markdown": "<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Gremlin Horde](/Hazards.aspx?ID=177)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 19</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree gangs of [gremlins](/MonsterFamilies.aspx?ID=58) hide within the [spiral centurion](/Monsters.aspx?ID=815), cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it.\r\n\r\n---\r\n\r\n**Stealth**\r\n+18 (expert)\r\n\r\n**Disable**\r\nDC 25 [Arcana](/Skills.aspx?ID=2), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13) (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 [Acrobatics](/Skills.aspx?ID=1) or [Stealth](/Skills.aspx?ID=15) (expert) to capture and scatter a gremlin gang\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +11, **Ref** +17\r\n\r\n**Hardness**\r\n15\r\n\r\n**HP**\r\n22 per gremlin gang\n\n</column>\r\n\r\n**Hexed Calamity** <actions string=\"Reaction\" /> **Trigger** A creature comes within 30 feet of the gremlin horde; **Effect** Every firearm within 30 feet [misfires](/Rules.aspx?ID=1649). 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.\n\n---\r\n**Routine**\r\n(3 actions; [misfortune](/Traits.aspx?ID=110)) 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.<br /> **Critical Success** The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard.<br /> **Success** The item is unaffected.<br /> **Failure** The item becomes unreliable for 1 round. If a creature attempts to Activate the item or Interact with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall [prone](/Conditions.aspx?ID=31).<br /> **Critical Failure** As failure, but the creature wielding or wearing the item also becomes [clumsy 2](/Conditions.aspx?ID=3).\r\n\r\n---\r\n**Reset**\r\nIf not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.",
- "name": "Gremlin Horde",
- "rarity": "common",
- "reflex_save": 17,
- "release_date": "2022-06-29",
- "reset": "If not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 19</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree gangs of gremlins hide within the spiral centurion , cackling with glee and hurling blasts of hex magic. The hazard occupies the same space …\r\n</summary>",
- "source": [
- "Pathfinder #180: The Smoking Gun"
- ],
- "source_raw": [
- "Pathfinder #180: The Smoking Gun pg. 19"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Outlaws of Alkenstar",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 19</row>",
- "speed": {},
- "stealth": "+18 (expert)",
- "summary": "Three gangs of gremlins hide within the spiral centurion , cackling with glee and hurling blasts of hex magic. The hazard occupies the same space …",
- "summary_markdown": "Three gangs of gremlins hide within the spiral centurion , cackling with glee and hurling blasts of hex magic. The hazard occupies the same space …",
- "text": " Gremlin Horde Source Pathfinder #180: The Smoking Gun pg. 19 Complexity Complex Three gangs of gremlins hide within the spiral centurion, cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it. --- Stealth +18 (expert) 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 AC 27, Fort +11, Ref +17 Hardness 15 HP 22 per gremlin gang Hexed Calamity Reaction 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. --- 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. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard. Success The item is unaffected. Failure The item becomes unreliable for 1 round. If a creature attempts to Activate the item or Interact with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall prone. Critical Failure As failure, but the creature wielding or wearing the item also becomes clumsy 2. --- Reset If not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.",
- "trait": [
- "Complex",
- "Magical"
- ],
- "trait_markdown": "[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103)",
- "trait_raw": [
- "Complex",
- "Magical"
- ],
- "type": "Hazard",
- "url": "/Hazards.aspx?ID=177",
- "weakness": {}
- }
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