Upheaval

Jinkin

CR 1, CE Tiny Fey (gremlin)

Senses: Perception 6, Darkvision 120, Low Light Vision

Speed: 40 ft.  Skills: Deception 6, Sleight of Hand 8, Stealth 16, Magic Items 6, Traps 9

Languages: Undercommon

Ability Scores: Str 3 (-4), Dex 19 (+7), Con 11 (+0), Int 14 (+5), Wis 14 (+5), Cha 15 (+5)

INIT: +4  CP: +0  HP: 6 (1d6+3)  SA: 4  DC: 14

AC: 18  Touch: 17  Flat-footed: 13 [+5 Dodge, +1 Natural, +2 Size]

SR: 14  Vulnerable: Cold iron 2  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Tinker (sp) - A group of six jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a saving throw to resist). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.

ACTIONS
Attacks Spell Like Abilities (1/hour)
DESCRIPTION

Environment: any underground or urban

Organization: None

Treasure: standard (short sword, other treasure)

Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes.