Jinkin

CREATURE 1

ce tiny fey gremlin 

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.