Jinkin

Creature 1
  • Tiny
  • fey
  • gremlin
Perception
+7; darkvision
Languages
Sakvroth
Skills
Acrobatics +7, Crafting +5, Deception +5, Nature +5, Stealth +7, Thievery +7
Str −2, Dex +4, Con +0, Int +2, Wis +2, Cha +2
Items
shortsword
AC
15; Fort +6, Ref +10, Will +7
HP
19; Weaknesses cold iron 2
Speed
30 feet

Melee ◆ shortsword +9 (agile, finesse, magical, reach 0 feet, versatile s), Damage 1d6-2 piercing

Primal Innate Spells DC 17, attack +9; Cantrips (1st) prestidigitation

Sneak Attack The jinkin deals 1d6 extra precision damage to Off-Guard creatures.

Tinker (curse, primal) A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 Flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber.

Source: Pathfinder Monster Core

Running this fight? Add the jinkin to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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