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Very Drunken JinkinCreature -1


UncommonTinyChaoticEvilFeyGremlin
Source Pathfinder Season of Ghosts Hardcover Compilation
Perception +0 (darkvision)
Languages Common
Skills Acrobatics +2, Crafting +0, Deception +2, Nature +2, Stealth +2, Thievery +2
Str -2, Dex +0, Con +0, Int -2, Wis +0, Cha +0

AC 12; Fort +2; Reflex +4; Will +2;
HP 9
Speed 20 feet
Weaknesses Cold Iron 2

Club One Action +0 (-5, -10) to hit 1d6-2 Bludgeoning
Club One Action +2 (-3, -8) to hit (thrown 10) 1d6-2 Bludgeoning

Far Too Drunk

The jinkins are inefficient with their actions and always spend one action each round to cackle, stumble in place, or otherwise perform ineffective antics.


Primal Innate Spells (DC 13, +5 to hit)

Cantrips (1st Level): Prestidigitation


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 whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment.


Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fey

Creatures of the First World are called the fey.

Gremlin

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