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Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes.
XP 400 DEFENSE
AC 18, touch 17, flat-footed 13 (+4 Dex, +1 dodge, +1 natural, +2 size) OFFENSE
Speed 40 ft. At will—prestidigitation STATISTICS
Str 3, Dex 19, Con 11, Int 14, Wis 14, Cha 15 SPECIAL ABILITIES
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). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). 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. | 3rd Party Publisher Options (NwP)
When captured by a monster trainer, jinkins grant the trainer access to gremlin spells. With experience, they can also grow into other forms. |