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Haniver

Creature -1 — amphibious, fey, gremlin

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 overturned fruit baskets, sacks of coins, or the gleaming teeth of a shark (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they

Source: pathfinder-monster-core-2

Perception +5
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 8
Weaknesses cold-iron 2
Speed 10 feet, fly 20 feet, swim 20 feet

Offense

Melee Bite +7, Damage 1d4 + 1 piercing

Abilities

Rearrange Possessions (manipulate) — 1 or 2 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 2 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.

Spells

Fear (rank 1)
Prestidigitation (rank 1)
Ventriloquism (rank 1)

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