Grippli Jinxer
Creature 6 — humanoid, tripkee
Pre-Remaster content. May include legacy alignment.
SnareWeaverLANDVERTICALhumanoidtripkeepoisondivine
Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in the dreadful legends surrounding their kind often worship evil gods or demons associated with poison, tattooing themselves with mystic symbols to gain powerful control over toxins. Gripplis are small, frog-like humanoids native to tropical rainforests. Most gripplis live in tight-knit treetop villages and survive primarily as hunters and gatherers.
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +16; darkvision
Languages common, tripkee
Skills acrobatics +14, athletics +12, intimidation +12, nature +14, occultism +10, stealth +14
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+4
Cha
+0
Items Dart (8), Staff
AC 23
Fort +12
Ref +14
Will +16
HP 95
Speed 25 feet, climb 20 feet
Offense
Melee Staff (two-hand-d8) +14, Damage 1d4+6 bludgeoning plus Baneback Poison
Ranged Dart (agile, thrown-20) +16, Damage 1d4+6 piercing plus Baneback Poison
Abilities
Hypnotic Tattoos — Critical Success The creature is unaffected and is temporarily immune for 1 hour.
Success The creature is unaffected and is temporarily immune for 1 minute.
Failure The creature treats the jinxer as Concealed until the end of its turn.
Critical Failure The creature treats the jinxer as Hidden until the end of its turn.
Success The creature is unaffected and is temporarily immune for 1 minute.
Failure The creature treats the jinxer as Concealed until the end of its turn.
Critical Failure The creature treats the jinxer as Hidden until the end of its turn.
Baneback Poison (poison) — Saving Throw DC 24 Fortitude
Maximum Duration 6 rounds
Stage 1 2d4 poison damage and Stupefied 1 (1 round)
Stage 2 3d4 poison damage and Stupefied 2 (1 round)
Stage 3 4d4 poison damage, Stupefied 3, and Off-Guard (1 round)
Maximum Duration 6 rounds
Stage 1 2d4 poison damage and Stupefied 1 (1 round)
Stage 2 3d4 poison damage and Stupefied 2 (1 round)
Stage 3 4d4 poison damage, Stupefied 3, and Off-Guard (1 round)
Curse of Baneful Venom (occult) — The jinxer magically intensifies toxins in their foes. Creatures within 30 feet of the jinxer that are currently afflicted by a poison immediately attempt their next saving throw against the poison with a -2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour.
Jungle Stride — Gripplis ignore difficult terrain in forests and jungles.
Divine Spontaneous Spells DC 24, attack +16
3rd Blindness, Paralyze
2nd Dispel Magic, Vomit Swarm
1st Bane, Fear, Ray of Enfeeblement, Spider Sting, Summon Animal (Giant Cockroach, Giant Fly or Giant Tick only)
Cantrips (3rd) Chill Touch, Forbidding Ward, Know Direction, Shield, Telekinetic Projectile
WORKS WELL WITH
CrasherLANDA melee bruiser applying repeat poison strikes lets this hex caster's curse push each subsequent save closer to failure.
AnvilLANDA frontline blocker keeps enemies engaged long enough for the staged poison damage to run its course.
SniperLAND / VERTICALA ranged attacker can pick off targets already Stupefied and reeling from the poison without closing into melee.
PUNISHES
✖ low Fortitude✖ prolonged engagements✖ poison vulnerability
Works well with · Punishes · Pairing advice
Unlock with Tactics
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