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Gremlin, Pugwampi

Pugwampis 2
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Appearance: Pugwampis resemble sickly lapdogs that have somehow gained the ability to walk on their hind legs. They have dog-like faces, covered in mottled fur, and their eyes often glint with mischief.

Behavior: Mean-spirited and cowardly, Pugwampis are disliked by all, even other gremlins. They derive immense pleasure from the misfortunes of others, often going to great lengths to set up traps or create obstacles that lead to accidents.

Habitat: Pugwampis dwell in caves, ruins, or other secluded areas, occasionally venturing out to wreak havoc on unsuspecting victims. They prefer environments where they can set up their elaborate pranks without being disturbed.

Modus Operandi: Pugwampis take pleasure in manufacturing traps and hazards that cause inconvenience, harm, or embarrassment to others. Their “jokes” often involve spikes, excrement, or other unpleasant surprises.

Motivation: Although their motivations are not fully understood, Pugwampis seem to revel in chaos and disorder. They may also harbor a misguided admiration for gnolls, aspiring to emulate their savage and deadly nature.

  • Pugwampis 5e
  • Pugwampis Pathfinder
Pugwampi 4
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Small fey, chaotic evil

Armor Class 12 (natural armor)

Hit Points 7 (2d6)

Speed 30 ft.

6 (-2)14 (+2)10 (+0)10 (+0)11 (+0)6 (-2)

Skills Stealth +4, Perception +2

Senses Darkvision 60 ft., passive Perception 12

Languages Gnoll, Undercommon

Challenge 1/4 (50 XP)

Unluck Aura. A creature that starts its turn within 20 feet of the pugwampi must roll a d20 twice whenever it makes an attack roll, ability check, or saving throw and must use the lower result.

Nimble Escape. The pugwampi can take the Disengage or Hide action as a bonus action on each of its turns.

Sneak Attack. Once per turn, the pugwampi deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the pugwampi that isn’t incapacitated and the pugwampi doesn’t have disadvantage on the attack roll.

Pack Tactics. The pugwampi has advantage on an attack roll against a creature if at least one of the pugwampi’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Keen Hearing. It has advantage on Wisdom (Perception) checks that rely on hearing.


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

As if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.

Pugwampi 1
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This content is from the Paizo Core Rules.

Source: Pathfinder

Mean, dog-faced, and cowardly, pugwampis are loved by no one- not even other gremlins. These gremlins take disproportionate amounts of enjoyment from the accidents and missteps of other creatures, often going to great lengths to manufacture the perfect deadfalls or stumbling blocks. They then wait nearby, both to laugh at the inevitable mishaps and to make sure their personal unluckiness is passed off on their victims.

Pugwampis live in caves or ruined buildings, occasionally venturing forth to find victims upon which to inflict their sick senses of humor. Their ‘jokes’ tend to involve spikes and excrement, or sometimes pits full of spiders or campsites that flood with swamp water. Certainly only the pugwampis consider their jokes funny. As all pugwampis are somewhat deaf, when not trying to be stealthy, they tend to scream and yell loudly so they can hear themselves and each other.

At some point in the distant past, pugwampis became enamored of gnolls, seeing in the beast-men a kindred form and thus aspiring to the height and deadly prowess of the savage warriors, whom they honor as gods. Gnolls, for their part, hate pugwampis even more than other creatures, mostly because of the gremlins’ weakness and sickening fawning, though they sometimes keep the gremlins around just to torment them.

Gremlin, Pugwampi CR 1/2
XP 200

NE Tiny fey

Init +5; Senses Darkvision 120 ft., Low-Light Vision; Perception +6

Aura unluck (20 ft.)
AC 13, touch 13, flat-footed 12 (+1 Dexterity, +2 size)

hp 6 (1d6+3)

Fort +0, Ref +3, Will +4

DR 2/cold iron; SR 7
Speed 30 ft.

Melee dagger +3 (1d2-4/19-20)

Ranged shortbow +3 (1d3-4/×3)

Space 2-1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 1st; Concentration -1)  

At will – prestidigitation, speak with animals  

1/day – shatter (DC 10)
Strength 3, Dexterity 13, Constitution 11, Intelligence 10, Wisdom 14, Charisma 6

Base Atk +0; CMB -1; CMD 5

Feats Improved Initiative, ToughnessB, Weapon FinesseB

Skills Bluff +2, Craft (traps) +4, Disable Device +2, Perception +6 (+2 listening), Ride +2, Stealth +17; Racial Modifiers +4 Stealth, -4 Perception when listening

Languages Gnoll, Undercommon
Unluck Aura (Su)   A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or Gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.
Environment warm hills

Organization solitary, pair, mob (3-12), or infestation (13-20 with 1-3 druids of 1st-3rd level, 1 fighter leader of 2nd-4th level, 2-8 trained stirges, and 2-5 trained baboons)

Treasure standard (dagger, shortbow with 20 arrows, other treasure)

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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