12
13 (3d8)
walk 30 ft., climb 20 ft.
Poison
darkvision 60 ft.
Birdfolk, Mapach
1/4
+2
The tinkerer has advantage on saving throws against being poisoned.
The tinkerer has advantage on Stealth checks made in dim light or total darkness.
Melee or Ranged Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The tinkerer uses one of the following options (roll a d4 or choose one); the tinkerer can use each one no more than once per day: 1. Cogwork Bird: The tinkerer winds and releases a small mechanical bird that flies to a target creature within 30 feet and distracts it. The next attack against that creature is made with advantage. 2. Flash-bangs: The tinkerer targets a space up to 10 ft. away, and throws some small explosive shells that flare up in a blinding light. All creatures within 10 ft. of the target space must make a DC 11 Constitution saving throw or be blinded until the start of the tinkerer's next turn. 3. Nettle Gun: The tinkerer turns the crank on a small gadget that sprays nettles at a target. Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: 4 (1d4 + 2) piercing damage. All creatures within 5 ft. of the target must make a DC 11 Dexterity saving throw or take 5 (1d10) piercing damage. 4. Grease Balloon: The tinkerer targets a 10-foot by 10-foot area up to 15 feet away, and makes it slick with grease. The area is considered difficult terrain, and each creature standing in the area must succeed on a DC 11 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 11 Dexterity saving throw or fall prone.