Jinkin
Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects.
- AC
- 15
- HP
- 19
- Perc
- +7
- Fort
- +6
- Ref
- +10
- Will
- +7
- STR
- -2
- DEX
- +4
- CON
- +0
- INT
- +2
- WIS
- +2
- CHA
- +2
- shortsword +9 1d6–2 piercing reach 0 ft
- AC
- 15
- HP
- 19
- STR
- -2
- DEX
- +4
- CON
- +0
- INT
- +2
- WIS
- +2
- CHA
- +2
Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge when they feel slighted, such as when a creature dares to remove one of their curses.
AC 15
Fort +6
Ref +10
Will +7
HP 19
Speed 30 feet
Melee
[Single Action]
shortsword +9 (Agile, Finesse, reach 0 feet, versatile S),
Damage 1d6–2 piercing
Primal Innate Spells DC 17
- 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.