TEXT:  
   
   
   
  PRODUCT NO. MM301 
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  ABANDONED ARTS©
   PRESENTS: 
   
  FIVE NEW GREMLINS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  GREMLIN, GOBBLEDEGUK 
   
  This terrible, goblin-like creature is all mouth and spittle. Its beady eyes stare idiotically from behind the 
  yawning gap of the gremlin’s slobbering maw and long teeth. 
   
  GOBBLEDEGUK 
  CR 1/2 
  XP 200; CE Small fey 
  Init +5; Senses darkvision 120 ft., scent; Perception +3 
  DEFENSE 
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) 
  hp 6 (1d6+3) 
  Fort +0, Ref +3, Will +1 
  DR 2/cold iron 
  OFFENSE 
  Speed 30 ft. 
  Melee bite +1 (1d4) and shortspear -4 (1d4) 
  Ranged shortspear +2, 20 ft. (1d4) 
  Special Attacks gobble, grin 
  Spell-Like Abilities (CL 1st, concentration +0) 
     constant – detect magic 
  STATISTICS 
  Str 10, Dex 13, Con 11, Int 8, Wis 8, Cha 8 
  Base Attack +0; CMB -1; CMD 10 
  Feats Improved Initiative, ToughnessB  
  Skills Acrobatics +7, Climb +7, Escape Artist +5, Perception +3, 
  Survival +0 ; Racial Acrobatics +2, Climb +2 
  Languages Gobbledygook (unintelligible; see below) 
  ECOLOGY 
  Environment any 
  Organization solitary, pair, mob (3-12), horde (13-30), or infestation 
  (31-100, plus one gobbledygook) 
  Treasure standard (see below) 
  SPECIAL ABILITIES 
   
  Gobble (Ex) A gobbledeguk that kills another creature with its bite attack immediately shreds the creature, leaving behind only 
  the creature’s most durable equipment and its finely shredded remains. Held and worn non-magical items with hardness of 8 or 
  less are destroyed, if gobbled. 
   
  Grin (Ex) Because of the way a gobbledeguk’s long teeth jut out at all angles, grinning is an incredibly painful and often lethal 
  behavior for the masochistic gremlin. The act of grinning is a free action that drives the gobbledeguk’s teeth into its own flesh, 
  even causing many of the gremlin’s inward-facing teeth to penetrate its head, jaws, and throat. As a result, a gobbledeguk that 
  grins causes itself to bleed. This causes the gobbledeguk to take 1 point of bleed damage each round, until the bleeding is 
  stopped or the gobbledeguk is dead. Furthermore, a gobbledeguk that grins cannot stop grinning unless the bleed effects are 
  stopped. The creature’s jaw becomes locked, and the gremlin loses the ability to perform a bite attack. 
     The intense pain and discomfort of the gobbledeguk’s grin and the desperate thrill of its own imminent demise drives the 
  gremlin to new heights of adrenaline-fueled strength. A grinning gobbledeguk gains a +4 morale bonus to its Strength score and 
  incurs a -2 penalty to AC. Forgoing a primary bite attack and benefiting from an improved Strength score, a typical gobbledeguk 
  has a +3 bonus when attacking with its shortspear while grinning, and deals 1d4+3 points of damage. 
   
  The eternally-hungry gobbledeguk hail from distant fey realms where tribes of the creatures dwell in impossible numbers. Rumor 
  has it that the gobbledeguk is distantly related to the common goblin, and the two races do share in common a certain hunger 
  for bloody mischief. Gobbledeguk aren’t particular when it comes to what they eat, but they despise the taste of magic items, 
  and always spit up such items if they are gobbled up by mistake in the process of devouring an adventurer or a former master. 
     A gobbledeguk is four feet tall and weighs forty pounds. Their language is notoriously fluid and unintelligible; even creatures 
  that bother to learn the language must succeed on DC 10 Linguistics check to understand any given phrase. 
   
  THE GOBBLEDYGOOK: Worst of all is the legend of the gobbledygook, the enormous spawn-mothers of the gobbledeguk race, 
  who birth the hateful gremlins live from their vast, toothy maws. A gobbledygook is a gobbledeguk advanced to Huge size, with 
  15 Hit Dice and a CR of 9. It loses the Improved Initiative bonus feat and gains the ferocity, grab, stench, swallow whole (2d6 
  acid), and fast swallow special abilities. It has a natural armor bonus of +8, and an increased damage reduction value of 5/cold 
  iron. Reputedly, these gremlin’s lairs are treasure troves of undigested magic items. 
  A Gobbledeguk Song 
  eat the bark and eat the tree 
  eat the forest, eat the scree 
  eat the mountain, eat the sea 
  eat them up; still hun-ga-ry  (repeat) 
  
  3 
   
  GREMLIN, NIGHTKIN 
   
  This plump, potbellied little nightmare has indigo-colored skin and wears a primitive wooden mask that 
  is quite overlarge for such a small creature. It brandishes a long spear in its stubby-fingered hands. 
   
  NIGHTKIN 
  CR 1 
  XP 400; CE Tiny fey 
  Init -1; Senses darkvision 120 ft., low-light vision; Perception +6 
  DEFENSE 
  AC 14, touch 11, flat-footed 14 (-1 Dex, +3 natural, +2 size) 
  hp 13 (2d6+6) 
  Fort +2, Ref +2, Will +4 
  DR 5/cold iron; SR 12; Immune deadmask immunities 
  Weaknesses day terror 
  OFFENSE 
  Speed 20 ft. 
  Melee longspear +2 (1d4) 
  Ranged blowgun +1, 10 ft. (1) 
  Space 2.5 ft.; Reach 0 ft. (5 ft. with longspear) 
  Special Attacks death throes 
  Spell-Like Abilities (CL 2nd, concentration +2) 
     at-will – gentle repose, ghost sound (DC 10), hypnotism (DC 11) 
     1/day – minor image (DC 12), scare (DC 12) 
  STATISTICS 
  Str 10, Dex 9, Con 15, Int 12, Wis 12, Cha 11 
  Base Attack +0; CMB -2; CMD 7 
  Feats Skill Focus (Stealth), ToughnessB 
  Skills Bluff +6, Climb +5, Intimidate +5, Knowledge (nature) +6, 
  Perception +6, Sense Motive +6, Stealth +14; Racial Stealth +4 
  Languages Undercommon 
  ECOLOGY 
  Environment warm forests 
  Organization solitary, pair, mob (3-12), or procession (13-20, with 1-
  3 sorcerers of 1st-3rd level, 2-3 trained krenshar, 20-30 Tiny nightkin 
  skeletons, and 1 bogeyman leader) 
  Treasure standard (blowgun, deadmask, longspear, other treasure) 
  SPECIAL ABILITIES 
   
  Day Terror (Ex) Nightkin become panicked when exposed to natural sunlight. 
   
  Death Throes (Su) One round after its death, a nightkin’s bones leap out of its body and rise as a Tiny nightkin skeleton. The 
  skeleton has no memory of its former life, but it will not attack other nightkin unless magically compelled to do so. A gentle 
  repose effect cast on a nightkin’s corpse suppresses this ability for the duration of the effect. 
   
  The nightkin are a savage gremlin tribe, and xenophobic in the extreme. Fortunately for all, nightkin typically dwell only in the 
  deepest and darkest jungles, and are possessed of a severe and completely unfounded psychological aversion to daylight. 
     A nightkin is two and a half feet tall and weighs twenty pounds, including the deadmask affixed to the head of each one. 
   
  DEADMASK 
  Aura faint necromancy; CL 3rd 
  Slot head; Price 120 gp; Weight 1 lb. 
  DESCRIPTION 
  This simple wooden mask has a primitive and artless appearance. If placed over the face of a non-gremlin corpse, however, the 
  mask affixes to the subject’s head, which not only renders the corpse difficult to identify, but also protects the body from decay 
  like a gentle repose spell. Instead, the deadmask itself begins to rot rapidly, rather than the subject to which it is attached. Over 
  the course of three days, the deadmask rots away to nothing, and the corpse is again subject to decay. Only an application of 
  universal solvent can remove an affixed deadmask from a corpse before this time. In this case, the deadmask is ruined. 
     When worn by a nightkin gremlin, a deadmask confers immunity to energy drain and negative energy effects instead. When 
  the nightkin’s death throes ability takes effect, the deadmask is torn free in good condition. 
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, gentle repose, creator must be an evil fey; Cost 60 gp 
  
  4 
   
  GREMLIN, OSSWYRD 
   
  A shaggy, upright creature gazes lazily past two intimidating tusks, and through the matted fur that 
  obscures its round, dark eyes. Despite its serene demeanor, something about this creature unnerves you. 
   
  OSSWYRD 
  CR 2 
  XP 600; LE Small fey 
  Init +0; Senses darkvision 120 ft.; Perception +9 
  Aura stench (DC 13, 10 rounds), unnerving (5 ft.) 
  DEFENSE 
  AC 13, touch 11, flat-footed 13 (+2 natural, +1 size) 
  hp 22 (4d6+8) 
  Fort +2, Ref +4, Will +6 
  DR 5/cold iron; SR 13; Resist cold 5; Immune morale effects 
  Weaknesses light blindness 
  OFFENSE 
  Speed 20 ft. 
  Melee gore +3 (1d4) 
  Special Attacks breath weapon (15-ft. cone, 3d6 cold, Reflex DC 13 
  for half, usable every 1d4 rounds), otherworldly stench, stare 
  Spell-Like Abilities (CL 4th, concentration +6) 
     at-will – ghost sound (DC 12) 
     1/day – ray of frost 
  STATISTICS 
  Str 10, Dex 11, Con 12, Int 7, Wis 15, Cha 15 
  Base Attack +2; CMB +1; CMD 11 
  Feats Skill Focus (Intimidate), ToughnessB, Weapon Focus (gore) 
  Skills Climb +7, Intimidate +9, Perception +9, Stealth +10, Survival 
  +9, Swim +12 
  Languages Undercommon (cannot read or speak) 
  SQ hold breath 
  ECOLOGY 
  Environment cold coastlines and hills, or any underground 
  Organization solitary, pair, or herd (3-6) 
  Treasure standard 
  SPECIAL ABILITIES 
   
  Otherworldly Stench (Su) An osswyrd’s stench ability not only sickens living creatures within 30 feet, but utterly repels animals. 
  An animal that fails its save against this ability may not attack or approach the gremlin while affected. 
   
  Stare (Ex) An osswyrd’s terrifyingly-serene stare is enough to daunt most enemies. Osswyrd can make Intimidate skill checks to 
  demoralize an adjacent opponent as a move action, and incur none of the usual penalties when attempting to demoralize larger 
  opponents while doing so. 
   
  Unnerving (Su) An osswyrd is accompanied by a strangely menacing presence. Barely-perceptible sounds, truly bizarre smells, 
  and other disturbing sensations seem to overwhelm senses of creatures in the gremlin’s immediate proximity. As a result, all 
  morale effects (both benign and harmful) are suppressed for all creatures adjacent to an osswyrd. 
   
  Osswyrd are rarely-glimpsed and little-understood members of the gremlin family, and even other gremlins find the osswyrd off-
  putting at best. Touched by otherworldly forces in ways not even the osswyrd seem to comprehend, these once-clever creatures 
  are placid shadows of their ancestors. Rendered mute, illiterate, and dim-witted by whatever trauma befell this once-respected 
  race, the osswyrd are an introverted species, but still possessed of a certain serene wisdom. Casually evil and haunted by 
  obsessive-compulsive tendencies, the osswyrd quietly commit dire ritual sacrifices and organize brutal raids with wordless calm. 
     An osswyrd is nearly four feet tall and weighs forty pounds. 
   
  WITCHWYRD: Though bereft of any ambitions save for the terrible impulses that sometimes compel osswyrd to perform the 
  ritualistically obsessive and dreadful acts for which they are known, some rare osswyrd do inadvertently draw the attentions of 
  mysterious forces which bestow upon them significant supernatural powers. Such gremlins are called witchwyrd, and gain the 
  use of some number of spells from either the ancestor, moon, occult, winter, or wisdom witch patron spell lists as spell-like 
  abilities usable once per minute. The spell-like abilities the witchwyrd gains access to are equivalent to the patron spells that a 
  witch with class levels equal to the gremlin’s Hit Dice (usually 4) would gain access to. Additionally, a witchwyrd gains the use of 
  a single basic witch hex at an effective witch level equal to its Hit Dice. A witchwyrd osswyrd adds +1 to its CR. 
  
  5 
   
  GREMLIN, PESTERMIN 
   
  The hunched creature before you stands stooped over a knotted cane. It leers at you across its bulbous 
  nose; its tangled, grey beard seeming to twitch and coil of its own accord. 
   
  PESTERMIN 
  CR 1 
  XP 400; CE Tiny fey 
  Init +1; Senses darkvision 120 ft., low-light vision; Perception +7 
  DEFENSE 
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 10 (2d6+3) 
  Fort -1, Ref +4, Will +3 
  DR 2/cold iron; SR 12 
  OFFENSE 
  Speed 20 ft. 
  Melee cane -5 (1d3-1) 
  Ranged sling +3, 50 ft. (1d2-1) 
  Space 2.5 ft.; Reach 0 ft. 
  Special Attacks pester 
  Spell-Like Abilities (CL 3rd, concentration +4) 
     at-will – dancing lights, erase, ghost sound (DC 11), mage hand, 
     open/close, prestidigitation, ventriloquism (DC 12) 
     1/hour – animate rope, hold portal, unseen servant 
     1/day – magic aura, silent image (DC 12)  
  STATISTICS 
  Str 8, Dex 13, Con 8, Int 15, Wis 11, Cha 13 
  Base Attack +1; CMB -3; CMD 8 
  Feats Skill Focus (Stealth), ToughnessB, Weapon FinesseB 
  Skills Bluff +6, Escape Artist +6, Perception +7, Sense Motive +5, 
  Sleight of Hand +6, Stealth +15, Use Magic Device +6; Racial 
  Perception +2, Stealth +2 
  Languages Common and Undercommon 
  SQ beard 
  ECOLOGY 
  Environment any underground or urban 
  Organization solitary, pair, or mob (3-12) 
  Treasure standard (sling, other treasure) 
  SPECIAL ABILITIES 
   
  Beard (Ex) A pestermin’s beard is actually a bizarre array of organic limbs. The beard can carry objects, but it cannot be used to 
  wield weapons or attack, nor can the pestermin use his beard to perform or gain additional actions. The beard can, however, 
  retrieve stowed objects carried on their persons as a swift action. 
   
  Pester (Su) A pestermin can manifest invisible nettles of force with which to harass his opponents. Manifesting the nettles is a 
  standard action, but they can be maintained each round as a free action. Each round, the nettles may be directed to produce 
  one of four effects, affecting any living creature within 60 feet of the pestermin: 
   
     Distract: The creature is distracted for 1 round, adding +5 to the DC of any Perception check that it makes (no save). 
   
     Itch: The creature must succeed on a Fortitude save or become sickened for 1d3 rounds. A creature sickened by this ability 
  also incurs a -4 penalty on initiative checks. 
   
     Prick: The creature must succeed on a Reflex save or take 1d4 points of nonlethal piercing damage. Against helpless targets, 
  this attack deals 2d4 points of lethal piercing damage, instead. 
   
     Tickle: The creature must succeed on a Will save or become nauseated for 1 round. A creature that successfully saves against 
  this attack cannot be affected by it again for 1 minute. This is a mind-affecting ability. 
   
  Pestermin are immune to these attacks, as are plant creatures, undead creatures, and creatures immune to critical hits. All of 
  the save DCs against the pestermin’s nettles are DC 12. Save DCs are Charisma-based. 
   
  A pestermin absolutely delights in the pain and frustration of others. These clever gremlins cruelly harass dwarven opponents in 
  preference to others, on account of the dwarves’ infamously low tolerance for tricks and jokes. Gnomes fare no better when 
  encountering a pestermin, as these creatures jealously covet that race’s reputation as consummate pranksters. 
     A pestermin is two and a half feet tall and weighs eight pounds. 
  Hubris is profane to those whose god is pride. 
  - pestermin proverb 
   
  
  6 
   
  GREMLIN, WICKLING 
   
  This twisted, impish creature appears to have a large wax candle fused to its skull. A long, forked tongue 
  lolls from one side of its crooked mouth, and its reddish skin seems to shift and run like hot wax. 
   
  WICKLING 
  CR 1 
  XP 400; NE Tiny fey 
  Init +5; Senses darkvision 120 ft., low-light vision; Perception +7 
  DEFENSE 
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 13 (3d6+3) 
  Fort +2, Ref +4, Will +2 
  DR 2/cold iron; SR 12; Resist fire 5 
  Weaknesses vulnerability to cold, wick 
  OFFENSE 
  Speed 20 ft. 
  Melee tongue +1 touch (1 fire) 
  Ranged produce flame +4 touch (1d6+3 fire) 
  Space 2.5 ft.; Reach 0 ft. (5 ft. with tongue) 
  Special Attacks flame lick 
  Spell-Like Abilities (CL 3rd, concentration +3) 
     at-will – flare (DC 9), produce flame 
  STATISTICS 
  Str 6, Dex 13, Con 9, Int 14, Wis 9, Cha 11 
  Base Attack +1; CMB -3; CMD 7 
  Feats Great Fortitude, Improved Initiative, ToughnessB 
  Skills Acrobatics +7, Bluff +6, Knowledge (arcana) +5, Perception +7, 
  Sense Motive +5, Sleight of Hand +7, Stealth +11, Use Magic Device 
  +6; Racial +2 Perception 
  Languages Ignan and Undercommon 
  SQ candleshape 
  ECOLOGY 
  Environment any underground or urban 
  Organization solitary, pair, or infestation (13-20, plus 1-3 sorcerers of 
  1st-3rd level and 1 sorcerer leader of 3rd-4th level) 
  Treasure standard 
  SPECIAL ABILITIES 
   
  Candleshape (Sp) A wickling can take on the appearance of an ordinary wax candle (either lit or unlit, depending on the current 
  state of the wickling’s wick) as a full-round action. Dismissing the candleshape appearance is a standard action. A creature that 
  interacts with a wickling in this form may disbelieve the illusion with a DC 9 Will save. This ability is the equivalent of a first-level 
  illusion (glamer) spell. 
   
  Flame Lick (Ex) A wickling’s long tongue has a reach of 5 feet, and may ignite flammable objects on contact. Licking a creature 
  requires a successful touch attack, and deals 1 point of fire damage. 
   
  Wick (Su) A wickling with a lit candle flame sheds light as a candle, increasing the light level in a 5-foot radius by one step. A 
  strong wind, an effect that deals cold damage, or even a single waterskin full of nonflammable liquid is sufficient to put out a 
  wickling’s candle flame. A wickling whose flame has been extinguished becomes sickened for one round, loses its damage 
  reduction, and loses its spell-like abilities until the wick is relit. Any flame that it wields via its produce flame spell-like ability is 
  similarly extinguished. An extinguished wickling that is affected by any fire attack or effect (including another wickling’s flame 
  lick attack) becomes relit, though a wickling’s tongue is not quite prehensile enough to relight its own wick. 
   
  The wickling is a clever breed of gremlin, dangerously obsessed with the practice of starting fires. A wickling that infiltrates an 
  office or library often lies in wait for days, observing the patrons and practices of the place simply to better savor the aftereffects 
  of its inevitable pyromaniacal spree. Needless to say, these awful creatures pose an entirely new kind of threat in places where 
  black powder weapons or explosive alchemical materials are commonly manufactured. 
     A wickling is one foot tall and weighs three pounds. 
   
  WICKLING FAMILIARS: Despite their book-burning tendencies, in some parts of the world it is not uncommon to see wizards 
  with less scruple than sense poring over their spellbooks by the candlelight cast by their wickling familiars. In order to gain a 
  wickling familiar, a spellcaster must be neutral evil, have a caster level of 5th, and have the Improved Familiar feat. 
  A wickling infestation is equal parts horror and comedy of errors.; a 
  blend of patience and pyromania… precision and blundering chaos. 
  - Jalar Tombren; fey scholar 
   
  
  7 
   
  APPENDIX 
   
  SKELETON, NIGHTKIN 
   
  Presented per the ‘skeleton’ template from the Pathfinder® Roleplaying 
  Game: Bestiary ™, for use with a nightkin’s death throes special attack 
  (see page 3 of this document). 
   
  NIGHTKIN SKELETON 
  CR – 
  XP –; NE Tiny undead 
  Init +4; Senses darkvision 60 ft.; Perception +0 
  DEFENSE 
  AC 12, touch 12, flat-footed 12 (+2 size) 
  hp 9 (2d8) 
  Fort +0, Ref +0, Will +2 
  DR 5/bludgeoning; Immune cold, undead traits 
  OFFENSE 
  Speed 20 ft. 
  Melee 2 claws +3 (1d2) 
  Space 2.5 ft.; Reach 0 ft. 
  STATISTICS 
  Str 10, Dex 11, Con –, Int –, Wis 10, Cha 10 
  Base Attack +1; CMB -1; CMD 8 
  Feats Improved InitiativeB 
   
  MONSTER ROLES 
  The following lists categorize all of the monsters in this book by their roles, as described in the Monster Advancement section of 
  the Pathfinder® Roleplaying Game: Bestiary ™. These roles indicate what types of character classes are treated as key classes. 
   
  COMBAT ROLE 
  gobbledeguk, gobbledygook, nightkin, osswyrd, witchwyrd, wickling 
   
  SKILL ROLE 
  pestermin 
   
  MONSTERS BY CHALLENGE RATING 
  The following section lists all monsters included in this document, alphabetically by CR. 
   
  CR 1/2 
  CR 1 
  gobbledeguk 
  nightkin, pestermin, wickling 
   
  CR 2 
  CR 3 
  CR 9 
  osswyrd 
  witchwyrd 
  gobbledygook 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CREDITS 
   
  Design, editing and art direction by Daron Woodson. Artwork by Carlos Torreblanca. 
   
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
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  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
  8 
   
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  of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core 
  Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing. LLC; Authors: Jason Buhlman, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR. Pathfinder Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. Abandoned Arts Presents: More Gremlins! © 2012, Daron Woodson; Author: 
  Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/More Gremlins.pdf