Elemental Demon (Gremlin)
    (cf. Gremlin)
by Stephen Sullivan
 
- - - - -
Dungeons & Dragons Advanced Dungeons & Dragons Monsters Dragon magazine The Dragon #37

FREQUENCY—Very Rare
NO. APPEARING—1-10
A.C. —6
MOVE—6”/15”
HIT DICE—3
% IN LAIR—95%
TREASURE TYPE—B treasure
but A maps/magic
NO. OF ATTACKS—4
DAMAGE/ATTACK—1-4/1-4
(Claws)/1-6 (Bite) + Tail
(special)
SPECIAL ATTACKS—Tail 2-
12/electricity/also see
below
SPECIAL DEFENSES—See
below
MAGIC RESISTANCE—50%
also see below
INTELLIGENCE—Low
ALIGNMENT—Neutral Evil
(with some Chaotic
tendencies)
SIZE—S (up to 18” high)
PSIONIC ABILITY—
Psionically aware but no
powers
Attack/Defense modes—Nil

These impish creatures are the conjured servants of the Super-
Planes (such as Hell and the Abyss). They are summoned to perform
myriad deeds that are not important enough to spare a greater
servant for, such as fetching the master’s slippers. They are seldom
found on the Material plane, though they freely roam the Astral and
Ethereal planes, carrying messages for their powerful masters.

They are formed from the embodiment of the spirit of one of the
four elements and cannot be harmed by anything originating from
that element. Thus, Earth Demons cannot be harmed by things
made of stone, Air Demons are not affected by whirlwinds and such,
Fire Demons are not affected by brandished flame or boiling oil, and
Water Demons can stand in the midst of the mightiest tsunami.
Similarly, they are each affected by no magick involving their element.
They attack and save as 7-die monsters, and as noted above
are at least 50% magic-resistant in any case. If one is killed, it simply
becomes broken down to its elemental component.

Though they will follow the orders of any powerful being summoning
them, Gremlins tend to be very mischievous and chaotic in
their dealings.

They speak common, neutral, lawful, and chaotic as well as <rune font for common>
their own Gremlin tongue.

They can become INVISIBLE and teleport <without error?> at will and are very fond
of being small nuisances to players, just for fun. If a player encounters
an otherwise unengaged Gremlin, the little pest will often
turn invisible and follow the character(s) around for the sole purpose
of playing pranks. Gremlins may actually be responsible for all sorts
of minor annoyances.

If they are encountered in large groups, there is one further
bother that Gremlins can provide. A group of 6 or more can once a
day perform, in conjunction with one another, a totally random M-U
spell of any level. This is a totally random conjuration and cannot be
controlled to any extent. If the character is lucky, the Gremlins may
even be caught in their own spell (perhaps, for example, be caught in
their own Teleport and be unable to find the party again), especially
if the intended victim makes his saving throw.