Jinkin Ripclaw

Level 1
Creature· chaoticRareTinyLegacy
AC
17
HP
19
Speed
30 ft.
Perception
+7
Fort
+6
Ref
+10
Will
+7
Weaknesses cold-iron 2
Languages sakvroth
Senses darkvision
Skills acrobatics +7, stealth +7, thievery +7, crafting +5, deception +5, nature +5
Recall Knowledge DC 20 (nature)

Attacks

Melee Pincer Claw +9 (finesse), Damage 1d8-2 piercing
Melee Fist +9 (agile, finesse, magical, nonlethal, reach 0 ft., unarmed), Damage 1d4-2 bludgeoning

Abilities

Rip Flesh

Requirements A jinkin has a creature Grabbed with their pincer claw


Effect The jinkin forcefully pulls the pincer claw out of the creature, ripping flesh and cackling in sadistic glee. The creature takes 1d8 piercing damage and is no longer grabbed.

Sneak Attack

The jinkin deals 1d6 extra precision damage to Off-Guard creatures.

Tinker

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.

Grab