Noolik

Level 4
Creature· chaoticUniqueTinyLegacy
AC
21
HP
58
Speed
30 ft.
Perception
+11
Fort
+9
Ref
+14
Will
+10
Weaknesses cold-iron 4
Languages sakvroth
Senses darkvision
Skills acrobatics +12, stealth +12, thievery +12, crafting +10, deception +8, nature +8
Recall Knowledge DC 29 (nature)

Attacks

Melee Shortsword +14 (agile, finesse, magical, versatile-s), Damage 1d6+5 piercing

Abilities

Sneak Attack

Noolik deals an additional 2d6 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.

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.