NoolikCreature 4
Source Pathfinder Adventure: The Enmity Cycle
Perception +11 (darkvision)
Languages Sakvroth
Skills Acrobatics +12, Crafting +10, Deception +8, Nature +8, Stealth +12, Thievery +12
Str +0, Dex +6, Con +2, Int +3, Wis +3, Cha +3
AC 21; Fort +9; Reflex +14; Will +10;
HP 58
Speed 30 feet
Weaknesses Cold Iron 4
Shortsword
+14 (+10, +6) to hit (agile, finesse, magical, versatile s) 1d6+5 PiercingSneak Attack
Noolik deals an additional 2d6 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 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.
Trap Tinker
Noolik can cause a complex mechanical trap to continue longer than its normal duration. She moves up to her speed and Interacts with a trap. The trap can use its reaction during its next round as well as its routine, although its initiative doesn't change.
Primal Innate Spells (DC 21, +13 to hit)
Cantrips (2nd Level): Prestidigitation
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FeyCreatures of the First World are called the fey.
GremlinCruel and mischievous fey, gremlins have acclimated to life in the Universe.