🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

CrumbrunkCreature 1


TinyFeyGremlin
Source Pathfinder Adventures: Troubles in Grayce
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

AC 15; Fort +6; Reflex +10; Will +7;
HP 19
Speed 30 feet
Weaknesses Cold Iron 2

Shortsword One Action +9 (+5, +1) to hit (agile, finesse, magical, versatile s) 1d6-2 Piercing
Blowgun One Action +9 (+5, +1) to hit (agile, nonlethal, reload 1) 1 Piercing

Giant Viper Venom (poison)

Saving Throw DC 17 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage (1 round)

Stage 2 1d6 poison damage and Drained 1 (1 round)

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.


Primal Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Prestidigitation



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.

Gremlin

Cruel and mischievous fey, gremlins have acclimated to life in the Universe.