Advanced Dungeons & Dragons 2nd Edition Wiki
Advertisement
For other Gremlins, see Gremlin (disambiguation).

Fremlin (Complete Book of Humanoids)[]

Ability Score Adjustments. The initial ability scores are modified by a +2 bonus to Dexterity, a +1 bonus to Intelligence, and a -3 penalty to Strength.

Ability Score Range
Ability Minimum Maximum
Strength 2 11
Dexterity 8 18
Constitution 4 13
Intelligence 6 18
Wisdom 3 16
Charisma 3 18
Class Restrictions
Class Maximum Level
Warrior
Wizard
10
10
Priest
Rogue
12

Hit Dice. Player character fremlins receive hit dice by class.

Alignment. Fremlins tend toward chaotic neutral. PC fremlins may be of any alignment, but are usually chaotic neutral.

Natural Armor Class. 6.

Background. Fremlins are friendly, mostly harmless gremlins. Like other gremlins, they are small, winged goblinoids, only growing to about a foot in height. However, fremlins tend to be plump and slate colored.

Sometimes fremlins, like their gremlin cousins, are mistaken for imps. While this makes gremlins very angry, it causes fremlins to fall into hysterical fits of laughter. They have large, pointed ears, bat-like wings that give them the power of flight, and an innate immunity to non-magical weapons.

Fremlins shun clothing and ornamentation, believing that they should never hide the wonderful bodies they were born with. They refuse to use weapons, and are generally worthless in combat.

These magical creatures live to have fun, usually at the expense of others. They love to play practical jokes, though their humor tends to be less harmful than that of their gremlin cousins.

Languages. Gremlin (includes fremlin and galltrit), common.

Role-Flaying Suggestions. Fremlins are friendly gremlins who tend to be quite harmless. These plump magical creatures are usually whining and lazy, complaining about the least thing and always seeking a way out of real work.

Fremlin player characters are tolerable companions. They usually hook up with a character who befriends them or does something to earn their attention. Those they like receive companionship, those they dislike become the targets of their mischievous pranks.

Fremlins will stick with an adventuring party for a time, remaining as long as they are kept fed and entertained. While they have some useful skills and abilities, fremlin PCs are usually played for comic relief. They seldom assist in combat, and often they wind up hindering the efforts of their companions by giving away hiding locations or making other "innocent" blunders.

These magical creatures are cowards, fleeing at the first sign of trouble. They can be annoying, obnoxious, and easily insulted. Often they will disappear for a time, returning just when the rest of their party believes them to be gone for good. Apologies sometimes bring them back earlier, but usually they stay away until they forget whatever it is that made them mad or depressed in the first place.

Special Advantages. Fremlins are immune to attacks made with normal weapons. Opponents need a +1 weapon or better to hit them. Fremlins can fly, with a movement speed of 12 and a maneuverability class of B. Although fremlins rarely fight, they can use tiny weapons specially scaled to their size. Such weapons must be specially made and inflict about one-third normal damage. Special Disadvantages. None.

Monstrous Traits. Appearance, size.

Superstitions. Fremlins are afraid of almost everything.

Weapon Proficiencies: Dagger, pixie sword, other weapons scaled for their size.

Nonweapon Proficiencies: Begging, danger sense, drinking, eating, fortune telling, gaming, hiding, reading/writing, set snares, spellcraft.

Advertisement