Jinkin Ripclaw
CREATURE 1 +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
Pincer Claw
AC 17; Fort +6, Ref +10, Will +7
HP 19; Weaknesses cold iron 2
30 feet
Melee Pincer Claw +9 (finesse), Damage 1d8-2 piercing plus Grab
Melee Fist +9 (agile, finesse, magical, nonlethal, reach 0, unarmed), Damage 1d4-2 bludgeoning
Primal Innate Spells DC 17, attack +9; Cantrips (1st) Prestidigitation
Rip Flesh
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 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.
Grab
The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Pathfinder Adventure: A Few Flowers MoreOGL