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Noolik

This creature did not include a description.

Recall Knowledge - Fey (Nature): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak NoolikCreature 3

Legacy Content

Unique CE Tiny Fey Gremlin 
Source The Enmity Cycle pg. 25
Jinkin leader
Perception +11; darkvision
Languages Undercommon
Skills Acrobatics +10, Crafting +8 (+10 traps), Deception +6, Nature +6, Stealth +10, Thievery +10
Str +0, Dex +6, Con +2, Int +3, Wis +3, Cha +3
Items traveler's any-tool, shortsword
AC 19; Fort +7, Ref +12, Will +8
HP 43; Weaknesses cold iron 4
Speed 30 feet
Melee [one-action] shortsword +12 [+8/+4] (agile, finesse, magical, versatile S), Damage 1d6-2+5 piercingPrimal Innate Spells DC 19 (-4 dmg); Cantrips (1st) prestidigitation
Sneak Attack Noolik deals an additional 2d6 precision damage to flat-footed creatures.Tinker (curse, primal, transmutation) 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 3 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.Trap Tinker [three-actions] 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.