Homebrew Yautgremlin Species Details

Small, wiry hybrids of ruthless Yautja hunters and chaotic gremlins. These sneaky ambush predators combine deadly hunting instincts with mischievous sabotage. They treat every fight like a twisted game, cloaking in shadows before striking with wrist blades and mandibles.

Yautgremlin Traits

Small, furry, and deadly — yautgremlins are chaotic predator-gremlins that combine Yautja hunting instinct with gremlin sabotage. Masters of ambush, cloaking technology, and mechanical mischief, they treat every battle like a thrilling game.

Ability Score Increase

Your Dexterity score increases by 2, and your Strength or Intelligence score increases by 1.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Nimble Climber

You have a climbing speed of 30 feet.

Gremlin Bombs

This attack counts for a extra attack you can only use this after a normal attack after this you can still hide

You are an expert at creating and planting small, chaotic gremlin devices. As a bonus action, you can attach a tiny Stink Bomb, Shock Bomb, or Junk Bomb to a creature within 5 feet of you (or as part of an unarmed strike).
You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.When the bomb is triggered (usually at the start of the target's turn or when they take damage), it has the following effect:
Stink Bomb: The target must succeed on a Constitution saving throw (DC = 15 + your proficiency bonus + your Dexterity modifier) or become poisoned until the end of their next turn and take 1d6 poison damage.
Shock Bomb: The target must succeed on a Constitution saving throw of 14 or take 2d6 lightning damage and become unable to take reactions until the end of their next turn.
Junk Bomb: The target takes 1d8 piercing damage and one non-magical item they are carrying is damaged or jammed.

Hunter’s Instincts

You have proficiency in the Stealth and Survival skills. You also gain proficiency with one martial weapon of your choice.

Thermal Sight

As a bonus action, you activate thermal vision for 1 minute. While active, you see living creatures as bright heat signatures, ignoring half cover and being lightly obscured against them. However, you have disadvantage on Perception checks that rely on fine visual detail or color. Once used, you can’t use it again until you finish a short or long rest.

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