Gremlin Horde
COMPLEX HAZARD 6(3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered.
Critical Success The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard.
Success The item is unaffected.
Failure The item becomes unreliable for 1 round. If a creature attempts to Activate the item or Interact with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall Prone.
Critical Failure As failure, but the creature wielding or wearing the item also becomes Clumsy 2.