Reign of Winter
Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes.
CE tiny fey
Init +4; Senses darkvision 120 ft., low-light vision; Perception +6
AC 18, touch 17, flat-footed 13 ( +4 Dex, +1 dodge, +1 natural, +2 size)
hp 6 (1d6 +3)
Fort +0, Ref +6, Will +4
Dmg Reduction 5/cold iron
Spell Resistance 12
Speed 40 ft.
Melee short sword +6 (1d3–4/19–20 +_numbing cold_), bite +1 (1d2–4 + numbing cold)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6, tinker
Spell-Like Abilities (CL 1st; concentration +3)
At will — prestidigitation
1/hour — dimension door (self plus 5 lbs. only)
Str 3, Dex 19, Con 11, Int 14, Wis 14, Cha 15
Base Atk +0; CMB +2; CMD 9
Feats Dodge, Toughness, Weapon Finesse
Skills Bluff +6, Craft (traps) +10, Disable Device +9, Escape Artist +8, Perception +6, Sleight of Hand +8, Stealth +16, Use Magic Device +6
Racial Modifiers +4 Craft (traps), +4 Disable Device
A group of six gremlins or jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins).
Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn’t already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.
Numbing Cold (Su)
Any creature hit by a winter-touched creature’s attack (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Sneak Attack (Ex)
If an creature can catch an opponent when unable to defend themselves effectively from attack, they can strike a vital spot for extra damage. A sneak attack deals extra damage anytime the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when they flank the target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should they score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
If using a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a sneak attack deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The attacker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The attacker cannot sneak attack while striking a creature with concealment.