columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Haniver"
level: "Creature -1"
 
alignment: ""
size: "tiny"
trait_01: [[amphibious]]
trait_02: [[chaotic]]
trait_03: [[evil]]
trait_04: [[fey]]
trait_05: [[gremlin]]
modifier: 5
perception:
  - name: "Perception"
    desc: "+5; Darkvision"
languages: "Common, Sakvroth, Thalassic"
skills:
  - name: "Skills"
    desc: "Acrobatics: +5, Deception: +4, Nature: +3, Stealth: +5, Thievery: +5"
abilityMods: [1, 3, 2, -1, 1, 2]
speed: 10 feet,  fly 20 feet,  swim 20 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 15
armorclass:
  - name: AC
    desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +3"
hp: 9
health:
  - name: ""
  - name: HP
    desc: "9; __Weaknesses__ cold iron 2"
abilities_top:
  - name: ""
 
abilities_mid:
  - name: ""
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Bite"
    desc: "+7 (agile, finesse)\n__Damage__  1d4 + 1 piercing"
 
  - name: "Primal Innate Spells"
    desc: "DC 13, attack +5; __1st __  _[[Spells/Fear|Fear]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_\n__Cantrips__  __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
 
  - name: "Rearrange Possessions"
    desc: "`pf2:1` (manipulate) `pf2:1` or `pf2:2`\n\nThe haniver attempts to [[Actions/Steal|Steal]] a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers.\n\nThe next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one.\n\nThe haniver can Steal an object that's closely guarded using this action without the -5 penalty, though not objects that would be extremely noticeable or time-consuming to remove.\n\nThey can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard."
 
name: Haniver
creatures:
  - 1: Haniver

Hanivers are the most benign type of gremlin-capricious fey who skim the waves on rubbery fin-wings. Though they don’t actively sabotage their environment, sailors bemoan these gremlins’ grasping fingers. Hanivers’ incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark’s gleaming teeth (often still in the shark’s mouth, to the fey’s regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.


Gremlins arose long ago in the First World, living embodiments of nature’s ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.