Clangit

White-Red-Green, Tiny, Gremlin, Tech

Source Alien Core pg. 85

Recall Knowledge DC 13 • Gremlin (Nature)

Languages Common, Entwothan


Perception 1d20+5; Low-Light Vision

Ability Scores

Strength 1d20, Dexterity 1d20+2, Constitution 1d20+1, Intelligence 1d20+3, Wisdom 1d20+1, Charisma 1d20 

Skills

Skills: Computers 1d20+8, Crafting 1d20+5, Stealth 1d20+4

Defenses

AC 14; HP 8

8/8

Immunities:  

Resistances: cold 1, electricity 1

Movement Speed: 20 feet, fly 20 feet

Weakness:  cold iron 1, fire 1

Saves

Fortitude 1d20+5, Reflex 1d20+8, Will 1d20+6

Strikes

Melee Strikes

◈Bite, 1d20+7 [1d20+3 / 1d20-1], 1d4+2 piercing (Agile, Finesse, Magical)

Ranged Strikes

◈Unstable Spark, 1d20+7 [1d20+3 / 1d20-1], Range 20ft, 1d4+1 Electricity (Agile)

Salvageable Components

Tech Component Cluster: a standardized, “boxed up” form of generic Tech salvage.

Spellcasting

Spell Attack Bonus: 1d20+8

Spellcasting DC 16

Innate Spells

Cantrips

adhere, ◈◈electric arc,◈◈ figment, recharge weapon

1st Level

1st Level Spell Slots
3/3

◈◈illusory object, ◈◈overheat

2nd Level

2nd Level Spell Slots
2/2

◈◈invisibility

Special Abilities

Mechanical Trickery When a clangit has spent at least 1 hour exploring a ship or space station, the gremlin gains an innate sense of its inner workings and can remotely control mechanical infrastructure within 60 feet, performing simple actions such as opening and shutting airlocks and doors, opening heat vents, activating alarms, turning lights on and off, or tampering with gravity controls.

◈◈ Tech Travel (Primal, Teleportation ) The clangit enters adjacent mechanical infrastructure, such as a control panel or pipe network, and instantly emerges from another within 100 feet.