Very Drunken Jinkin
Creature -1 (uncommon) — fey, gremlin
FlankerLANDfeygremlin
Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites,
Source: season-of-ghosts-bestiary
Perception +0; darkvision
Languages common
Skills acrobatics +2, crafting +0 (+2 traps), deception +2, nature +2, stealth +2, thievery +2
Str
-2
Dex
+0
Con
+0
Int
-2
Wis
+0
Cha
+0
Items Club (Table Leg or Bottle)
AC 12
Fort +2
Ref +4
Will +2
HP 9
Weaknesses cold-iron 2
Speed 20 feet
Offense
Melee Club +0, Damage 1d6-2 bludgeoning
Ranged Club (thrown-10) +2, Damage 1d6-2 bludgeoning
Abilities
Far Too Drunk — The jinkins are inefficient with their actions and always spend one action each round to cackle, stumble in place, or otherwise perform ineffective antics.
Primal Innate Spells DC 13, attack +5
Cantrips Prestidigitation
WORKS WELL WITH
SnareLANDA controller that locks a target in place compensates for this creature's unreliable action economy by keeping a target in range for its Strike.
AnvilLANDA durable front-liner absorbs focus fire so this fragile skirmisher can land a hit before going down.
PUNISHES
✖ low AC melee targets
Avoid stacking with another equally fragile skirmisher; both fold to a single solid hit without threatening much return damage.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Very Drunken Jinkin in the encounter builder — free, no install.
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