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Jinx, The Loose Cannon

Medium Human Criminal , Chaotic Evil

Armor Class 14
Hit Points 20hp (1d10+15)
Speed 30ft

STR
10 0
DEX
20 +5
CON
16 +3
INT
14 +2
WIS
14 +2
CHA
17 +3

Saving Throws Dex + 10
Skills Acrobatics +14
Damage Immunities Fire
Condition Immunities charmed, frightened, paralyzed
Languages Common, Thieves' Cant
Challenge 1-10




Get Excited! If Jinx has dealt damage to a creature this round, she may use her bonus action to take the dash disengage or hide actions. Additionally, when Jinx reduces a creature to 0 hit points she may immediately move up to 60ft.   Duck! Just kidding, that won't help. Attacking at long range doesn't impose disadvantage on Jinx's ranged weapon attack rolls. Her ranged weapon attacks ignore half cover and three-quarters cover. Before she makes an attack with a ranged weapon that she is proficient with, she can choose to take a -5 penalty to the attack roll. If she does so and the attack hits, it deals +10 damage.   Switcheroo! Jinx can effortlessly switch between any ranged weapon in combat.


Actions

Multiattack. If jinx has dealt damage with pow pow or fishbones this turn, on her next turn she may make one additional attack with pow pow, up to three attacks. This multiattack goes back to one if she doesn't deal damage in a round.   Pow Pow. Ranged Weapon Attack: +12 1d20+12 to hit, range 240ft., one target. Hit 15 (1d6 + 6) 1d6+6 piercing damage.   Fishbones. Ranged Weapon Attack: +12 to hit, range 300ft., one target. Hit 25 (3d12 + 6) 3d12+6 bludgeoning damage. All creatures within 5ft. of the target, and including the target, take half damage as fire damage.   Flame Chompers. Jinx throws a grenade at a target creature within 30ft. They make a DC 16 Dexterity saving throw or become grappled until the end of their next turn. At which point the grenade explodes for

Reactions

Small Hextech Taser ZAP!
ranged spell attack, 20ft, 1-3 charges/day
Reaction to a creature entering Jinx's range, can also be used during her turn.
1d4 1d4 lighting. DC 15 Constitution saving throw. On a failed save the target is restrained until the end of their next turn, if they fail the save by 6 or more they are stunned instead. On a success, they only take the damage and are not affected.


 

CR Scaling
CRHealth BonusDamage BonusAbilities
1None-4Get Excited, Pow Pow, Fishbones
2+5-3Get Excited, Pow Pow, Fishbones
3+15-2Get Excited, Pow Pow, Fishbones
4+20-1Get Excited, Pow Pow, Fishbones, 1 use of Flame Chompers
5+25NoneGet Excited, Pow Pow, Fishbones, 2 uses of Flame Chompers
6+30NoneGet Excited, Pow Pow, Fishbones, 3 uses of Flame Chompers, 1 charge of ZAP!
7+40NoneGet Excited, Pow Pow, Fishbones, 4 uses of Flame Chompers, 2 charges of ZAP!
8+50NoneGet Excited, Pow Pow, Fishbones, 4 uses of Flame Chompers, 3 charges of ZAP!
9+60+1Get Excited, Pow Pow min multiattack is 2, Fishbones, 4 uses of Flame Chompers, 3 charges of ZAP!
10+70+2Get Excited, Pow Pow min multiattack is 3, Fishbones, 4 uses of Flame Chompers, 3 charges of ZAP!

Created by

ReiTheMartianCat.

Statblock Type

NPC

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