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Yobnobby

Yobnobby is more than a mere jinkin—she's a talented inventor who's built herself a suit of armor from scraps of wood, jagged shards of metal, broken bones, strips of leather, fragments of chitin, and the alchemically treated glands and antennae of no less than two dozen different Darklands species. The armor gives Yobnobby the silhouette of something part bat, part lizard, and part spider. Her armor is infused with alchemical energies that cause it to constantly sparkle and drip acrid-smelling fluids when she fights. Built into her arms are claw-like gauntlets made of monster teeth and talons—for her, these gauntlets function as tekko-kagis. Yobnobby's armor and weaponry don't function well for others: without her constant attention and jury-rigged repairs, the devices fall apart into useless junk within 24 hours.

Recall Knowledge - Fey (Nature): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

YobnobbyCreature 3

Unique Tiny Fey Gremlin 
Source Pathfinder #214: The Broken Palace pg. 17
Perception +5; darkvision
Languages Azlanti, Sakvroth
Skills Acrobatics +6, Crafting +6 ((+8 traps)), Deception +7, Occultism +6, Stealth +6, Thievery +6
Str +0, Dex +4, Con +1, Int +4, Wis +1, Cha +3
Items tekko-kagis (2), Yobnobby's armor
AC 16; Fort +5, Ref +8, Will +3
HP 44; Resistances acid 4, electricity 4; Weaknesses cold iron 4
Speed 30 feet
Melee [one-action] tekko-kagi +8 [+4/+0] (agile, disarm, finesse, free-hand, monk, parry), Damage 1d4+2 slashingPrimal Innate Spells DC 17; Cantrips (2nd) prestidigitation
Expert Overdrive [one-action] (manipulate) Frequency once per round; Effect Yobnobby attempts a DC 15 Crafting check.
Critical Success Yobnobby's Strikes deal an additional 5 damage for 1 minute. After this effect ends, Yobnobby can't use Expert Overdrive for 1 minute.
Success As critical success, but only an additional 3 damage.
Failure Nothing happens.
Critical Failure Yobnobby's gizmos catch on fire! She takes 3 fire damage and can't use Expert Overdrive again for 1 minute.
Explode [two-actions] (fire, manipulate, unstable) Yobnobby causes her armor to belch fire in a 5-foot emanation. Creatures in this area (other than Yobnobby) take 3d6 fire damage (DC 16 basic Reflex save), after which Yobnobby must attempt a DC 17 flat check.
Success Yobnobby's armor is unharmed by the explosion.
Failure Yobnobby's armor emits a loud grinding sound and belches plumes of rancid-smelling smoke. She can't use Explode again until she takes 10 minutes to repair her armor.
Critical Failure As failure, but Yobnobby also takes 3 fire damage.
Extend Claws [one-action] (manipulate) Yobnobby causes her tekkokagis to extend on armatures from her hands, granting her reach 10 feet with the weapons until the end of her turn.Sneak Attack Yobnobby deals 1d6 extra precision damage to off-guard creatures.Tinker (curse, primal) As jinkin.Yobnobby's Armor Yobnobby's armor grants resistance 4 to acid and electricity damage. This resistance increases to 6 when she successfully activates Expert Overdrive.