Typically 60 to 80 years, though a hard-lived gremlin with good habits and a safe nest can reach 90.
Darkvision
60 ft.
Habitat
Gremlins favor ruined workshops, rail tunnels, flood channels, boiler rooms, ship holds, and the cracked edges of prosperous cities where old things still creak and secret doors still matter.
Gremlin
Saboteur
Artisan
Urban Fantasy
Small Humanoid
Mischief
Scavenger
Undercity
D&D 5E 2024
Homebrew Ancestry
Gutterfolk
Toolsmith
Skittering
Problem Solver
Trapwise
Secret Routes
Workshop Lore
Field-Guide Style
Playable Ancestry
Chaotic Cleverness
Scrap Magic
Tunnel Dweller
Repairer
Rogue Adjacent
Inventive
SizeSmall
Speed30 ft.; climb 20 ft.
LifespanTypically 60 to 80 years, though a hard-lived gremlin with good habits and a safe nest can reach 90.
Creature TypeHumanoid
Darkvision60 ft.
If a city has a weak seam, a Ripsaw gremlin will find it, widen it, and then decide whether to mend it, exploit it, or turn it into a shortcut. These quick-handed little saboteurs are not born to destruction so much as improper ownership. They love hidden ways, stubborn mechanisms, and the kind of practical mischief that reveals what a society is really made of. A gremlin adventurer like Gabbie "Gobbo" Ripsaw brings equal parts rescue expertise, locked-door suspicion, and cheerful chaos to any table.
Physical Description
Ripsaw gremlins are small, wiry humanoids with long fingers, sharp teeth, oversized ears, and eyes that catch low light like polished glass. Their skin tones range from soot-gray to rust-brown, moss-green, and lamp-oil black, often mottled with pale patches or streaks that resemble old grease. Hair grows in wild tufts or narrow braids threaded with wire, beads, and scavenged charms. Their nails are thick enough to pry open a crate, and their joints move with unsettling ease. Most carry themselves like coiled springs, half ready to bolt, half ready to climb. Clothing tends toward layers of repaired fabric, tied pouches, tool loops, and pockets hidden in places no one else thinks to check.
Society & Culture
Gremlin culture is built around nest, knack, and reputation. A nest is not just a home but a web of obligations, shared routes, repair favors, and hidden stockpiles. A knack is the specialty that proves a gremlin earns their keep, whether that is lock-biting, boiler tuning, rumor-running, or rat bargaining. Reputation matters intensely, but it is won by deeds rather than titles. Their stories celebrate the one who opened the sealed valve, stole the map, saved the bridge, or made the tyrant's clockwork throne seize up at the worst possible moment. They value useful knowledge, improvised craftsmanship, and jokes sharp enough to draw blood without wasting it. Festivals are loud, oily, and ecstatic, often involving scavenged music boxes, lantern races, and competitive repairs done under impossible time limits.
Religion & Alignment
Gremlins are rarely devout in a formal sense, but many keep small household rites for thresholds, tools, and the spirits of places humans have forgotten. They favor gods or powers of ingenuity, secrecy, travel, luck, and necessary disruption. Their morality is pragmatic rather than tidy. Many are kind in private, anarchic in public, and fiercely loyal to their chosen people. As a people they lean toward mischievous neutrality, though any gremlin can be a saint, a scoundrel, or a zealot depending on what they believe must be protected.
Homelands & Architecture
Their homelands are rarely realms in the grand sense. More often they are nested warrens under market streets, scavenged tower floors, collapsed aqueducts, and kiln caves stitched together with rope bridges and salvage scaffolds. Gremlin architecture prizes access over beauty. Ladders fold into walls, floor grates open to crawlways, and every home contains at least three hidden routes, two decoy exits, and one absurdly narrow escape chute. They build with what breaks well, favoring spring joints, counterweights, pulley hooks, and tag-marked storage bins so nothing important can be found by accident.
Relationships With Other Peoples
Other folk often mistake gremlins for pests, burglars, or bad luck in a humanoid shape, and gremlins rarely help that impression. Still, many learn to value them once a lock jams, a wagon wheel fails, or a cursed engine needs someone small enough to crawl inside it. They get on best with inventors, sewer guilds, smugglers, and anyone who respects a bargain. They distrust rigid hierarchies, spotless workshops, and people who insist that every problem can be solved by force. To a gremlin, kindness is measured less by politeness than by whether you leave the trapdoor unlatched.
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