Jinkin Ripclaw
Level 1Attacks
Abilities
Requirements A jinkin has a creature Grabbed with their pincer claw
The jinkin forcefully pulls the pincer claw out of the creature, ripping flesh and cackling in sadistic glee. The creature takes 1d8 piercing damage and is no longer grabbed.
The jinkin deals 1d6 extra precision damage to Off-Guard creatures.
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 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.
Requirements 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 Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. 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.