CREATURE 1
Perception +7; darkvision
Languages Undercommon
Skills Acrobatics +7, Crafting +5 (+7 traps), Deception +5, Nature +5, Stealth +7, Thievery +7
Str -2 Dex +4 Con +0 Int +2 Wis +2 Cha +2
Items shortsword
AC 17; Fort +6, Ref +10, Will +7
HP 19
Speed 30 feet
Melee shortsword +9 (agile, finesse, magical, versatile s), Damage 1d6 –2 piercing
Primal Innate Spells DC 17; Cantrips (1st) prestidigitation
Sneak Attack The jinkin deals 1d6 extra precision damage to flat-footed creatures.
Tinker (curse, primal, transmutation) 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 check 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.
Bestiary, page 193.
Open Jinkin in the interactive creatures list or browse all creatures starting with J.