Crumbrunk
CREATURE 1Variant jinkin
+7; darkvision
Sakvroth
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
AC 15; Fort +6, Ref +10, Will +7
HP 19; Weaknesses cold iron 2
30 feet
Melee Shortsword +9 (agile, finesse, magical, versatile s), Damage 1d6-2 piercing
Ranged Blowgun +9 (agile, nonlethal, reload 1, range increment 20 feet), Damage 1 piercing plus Giant Viper Venom
Primal Innate Spells DC 17, attack +9; Cantrips (1st) Prestidigitation
Giant Viper Venom (poison)
Sneak Attack
The jinkin deals 1d6 extra 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 check 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.
Pathfinder Adventures: Troubles in GrayceORC