The thief cursed as he cut himself once again on the ornate dagger.
‘Where did you get that thing?’ Valance asked.
‘I pinched it from the blacksmith when he was sharpening our blades,’ replied Navnen.
‘You fool!’ shouted the priest of the Spider God. ‘Don’t you know it is unlucky to steal from a crimbil! You are going to bring misfortune upon us all, take that dagger back.’
‘A crimbil. Sure, we aren’t supposed to know, but once the secret is out most everyone knows. Now take that thing back and apologize!’
Crestfallen the thief left in haste to return the stolen dagger.
No. Enc.: 1 (1d6)
Movement: 120′ (40′)
Armor Class: 4
Hit Dice: 4+4
Damage: 1d6 (punch) or by weapon
Hoard Class: XIXx3
Crimbils are those members of Faery that have been exchanged for human babies. They spend their first few years observing their ‘family’ and playing the game of being a human baby. In time many tire of this game and wander off to take another form, often setting up shop in a nearby town, creating wondrous items and observing society to report back to their faery masters. Anything made by a crimbil will be of at least +1 quality and usually have a magical attribute. If freely given the new owner must not brag about the item or it will disappear, transported back to the crimbil, things stolen from the crimbil have a way of becoming dangerous. In their natural form crimbils appear as a cross between a wizened old person and a hedgehog, although they have the ability to Polymorph Self three times per day and usually assume a form that blends in to their surroundings, although they sometimes take on animal forms to spy on their neighbors. Other abilities include:
At will: Manipulate Fire, Ventriloquism
Twice per day: Fly, Water breathing