Grippli Jinxer

Level 6
Creature· evilSmallLegacy
AC
23
HP
95
Speed
25 ft.
Perception
+16
Fort
+12
Ref
+14
Will
+16
Languages common, tripkee
Senses darkvision
Skills acrobatics +14, nature +14, stealth +14, athletics +12, intimidation +12, occultism +10
Other Speeds climb 20 ft.
Recall Knowledge DC 22 (society)

Attacks

Melee Staff +14 (two-hand-d8), Damage 1d4+6 bludgeoning
Melee Dart +16 (agile, thrown 20 ft.), Damage 1d4+6 piercing

Abilities

Hypnotic Tattoos

Trigger A hostile creature targets the jinxer with a melee Strike


Effect Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 will save.


Critical Success The creature is unaffected and is temporarily immune for 1 hour.

Success The creature is unaffected and is temporarily immune for 1 minute.

Failure The creature treats the jinxer as Concealed until the end of its turn.

Critical Failure The creature treats the jinxer as Hidde

Baneback Poison

Saving Throw DC 24 fortitude

Maximum Duration 6 rounds

Stage 1 2d4 poison damage and Stupefied 1 (1 round)

Stage 2 3d4 poison damage and Stupefied 2 (1 round)

Stage 3 4d4 poison damage, Stupefied 3, and Off-Guard (1 round)

Curse of Baneful Venom◆◆◆

The jinxer magically intensifies toxins in their foes. Creatures within 30 feet of the jinxer that are currently afflicted by a poison immediately attempt their next saving throw against the poison with a -2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour.

Effect: Curse of the Baneful Venom

Jungle Stride

Gripplis ignore difficult terrain in forests and jungles.

Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in the dreadful legends surrounding their kind often worship evil gods or demons associated with poison, tattooing themselves with mystic symbols to gain powerful control over toxins.


Gripplis are small, frog-like humanoids native to tropical rainforests. Most gripplis live in tight-knit treetop villages and survive primarily as hunters and gatherers. While most communities are peaceful and harmonious, a lingering superstition has led to a unique group of these people being cut off from their communal bonds and forced to make their own way in the world.

Among the many gripplis who possess poison glands, a rare subset secrete mind-altering chemicals. These gripplis aren't immune to this toxin, and over many years it may render them erratic at best and selfishly misanthropic at worst. Other gripplis view these "banebacks" as cursed and react to their presence with fear and mistrust, which usually leads to their censure and exile. They soon find that their natural skills as hunters, combined with an unlimited supply of their potent toxin, make them ideally suited to taking on work as mercenaries, bandits, or assassins.