Noolik
Creature 4 (unique) — fey, gremlin
Pre-Remaster content. May include legacy alignment.
FlankerSnareLANDfeygremlin
Source: the-enmity-cycle-bestiary (Pre-Remaster)
Perception +11; darkvision
Languages sakvroth
Skills acrobatics +12, crafting +10 (+12 traps), deception +8, nature +8, stealth +12, thievery +12
Str
+0
Dex
+6
Con
+2
Int
+3
Wis
+3
Cha
+3
Items Shortsword, Traveler's Any-Tool
AC 21
Fort +9
Ref +14
Will +10
HP 58
Weaknesses cold-iron 4
Speed 30 feet
Offense
Melee Shortsword (agile, finesse, magical, versatile-s) +14, Damage 1d6+5 piercing
Abilities
Sneak Attack — Noolik deals an additional 2d6 precision damage to Off-Guard creatures.
Tinker (curse, primal) — 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 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.
Trap Tinker — Noolik can cause a complex mechanical trap to continue longer than its normal duration. She moves up to her speed and Interacts with a trap. The trap can use its reaction during its next round as well as its routine, although its initiative doesn't change.
Primal Innate Spells DC 21, attack +13
Cantrips Prestidigitation
WORKS WELL WITH
AnvilLANDAnvil holds enemies in place while the tiny Flanker maneuvers for sneak attack damage
CrasherLANDCrasher occupies enemy attention and creates flanking windows for precision strikes
WeaverLANDWeaver repositioning herds enemies into positions the Flanker can exploit for off-guard damage
PUNISHES
✖ poor perception✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Noolik in the encounter builder — free, no install.
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