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Grippli Jinxer

Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in the dreadful legends surrounding their kind often worship evil gods or demons associated with poison, tattooing themselves with mystic symbols to gain powerful control over toxins.

Recall Knowledge - Humanoid (Society): DC 22

Elite | Normal | Weak
Proficiency without Level

Grippli JinxerCreature 6

Source Pathfinder #170: Spoken on the Song Wind pg. 83
Perception +16; darkvision
Languages Common, Grippli
Skills Acrobatics +14, Athletics +12, Intimidation +12, Nature +14, Occultism +10, Stealth +14
Str +2, Dex +4, Con +2, Int +0, Wis +4, Cha +0
Items dart (8), staff
AC 23; Fort +12, Ref +14, Will +16
HP 95
Hypnotic Tattoos ReactionReaction Trigger A hostile creature targets the jinxer with a melee Strike; Effect Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 Will save.
Critical Success The creature is unaffected and is temporarily immune for 1 hour.
Success The creature is unaffected and is temporarily immune for 1 minute.
Failure The creature treats the jinxer as concealed until the end of its turn.
Critical Failure The creature treats the jinxer as hidden until the end of its turn.
Speed 25 feet, climb 20 feet; jungle stride
Melee Single ActionSingle Action staff +14 [+9/+4] (two-hand d8), Damage 1d4+6 bludgeoning plus baneback poisonRanged Single ActionSingle Action dart +16 [+12/+8] (agile, thrown 20 feet), Damage 1d4+6 piercing plus baneback poisonOccult Spontaneous Spells DC 24, attack +16; 3rd blindness, fear, paralyze (3 slots); 2nd dispel magic, summon animal (giant cockroach, giant fly, or giant tick only), vomit swarm (3 slots); 1st bane, ray of enfeeblement, spider sting (3 slots); Cantrips (3rd) chill touch, forbidding ward, know direction, shield, telekinetic projectile
Baneback Poison (poison) Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 2d4 poison damage and stupefied 1 (1 round); Stage 2 3d4 poison damage and stupefied 2 (1 round); Stage 3 4d4 poison damage, stupefied 3, and flat-footed (1 round)Curse of Baneful Venom Three ActionsThree Actions (necromancy, occult) The jinxer magically intensifies toxins in their foes. Creatures within 30 feet of the jinxer that are currently afflicted by a poison immediately attempt their next saving throw against the poison with a –2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour.Jungle Stride Gripplis ignore difficult terrain in forests and jungles.

All Monsters in "Grippli"

Grippli Archer3
Grippli Greenspeaker5
Grippli Jinxer6
Grippli Scout1
Grippli Skirmisher4


Source Pathfinder #146: Cult of Cinders pg. 86
Frog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their oversized eyes give them keen vision in both light and dark, and their large toes allow them to easily scale the trees atop which they reside. Gripplis vary widely in physical appearance, their physiologies largely determined by their surrounding environment; those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis are just over 2 feet tall and weigh approximately 30 pounds.

Whatever region they come from, gripplis tend to be peaceful huntergatherers. Due to their modest understanding of agriculture, gripplis don’t raise crops in the traditional sense, although they do cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. The jungle also contains rivers and lakes filled with silver-scaled fish, which gripplis harvest in a sustainable manner to ensure their future supply, as well as fatty insects that grow much larger than in other parts of the world. Some of the most advanced grippli societies capture and breed these insects, nurturing herds of giant dragonflies or beetles that are eventually slaughtered for food for the rest of the village. Particularly enterprising gripplis even seek out and tame huge flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.

The treetop settlements of the grippli are difficult to spot from the forest floor. Gripplis obscure their holdings with broad leaves and thick branches, and they riddle the surrounding forest with labyrinthine trails that only they know how to navigate. Their villages are usually constructed among the densest populations of trees, with thin rope bridges strung between wide wooden platforms built around each trunk.

Sidebar - Additional Lore A History of Neutrality

Grippli villages rarely get involved in the concerns of other communities, preferring to focus on maintaining relative peace within their own small societies. Legends explain this attitude with a tale of a grippli champion who dragged his people into a war between humans and charau-kas. The stories differ as to which side the gripplis took, but every version ends with the bloody deaths of the hero and his family. Since that time, village elders claim, gripplis have done their best to remain far from the conflicts of others.

Sidebar - Additional Lore Baneback Origins

Legends tell of a grippli warlord who bargained with the demon lord Jubilex to gain a foul power over poison and become the first baneback. He and his children—all of whom bore a malignant toxin— terrorized surrounding communities before being defeated and drawn into the Abyss. This legend explains gripplis' disdain for banebacks, though it's unclear if the trait is the lingering effect of a demonic bargain or simply a rare mutation.

Sidebar - Related Creatures Grippli Minions

Gripplis keep company with few other intelligent species, but their close bond with nature means they may be found alongside giant insects, plant creatures, and other beasts of the jungle.

Sidebar - Related Creatures Rancorous Enclaves

Exiled baneback sometimes band together to form their own villages, usually under the leadership of a jinxer. Given that some banebacks are violent malcontents, these villages don't last long unless the leader keeps order, usually by violence or fear. These villages often keep monstrous vermin, such as giant cockroaches, giant tsetse flies, or giant ticks as guards or mascots.

Sidebar - Treasure and Rewards Treasure for Trade

A grippli’s knowledge is often more valuable than any of the handcrafted weapons or goods it carries. However, the most esteemed members of grippli communities— alchemists, greenspeakers, and scouts—often carry alchemical creations, magic items, or valuables meant for trading with members of other jungle civilizations.