Jimjar
Out of the Abyss p. 6
- Size
- Small
- Type
- humanoid (gnome)
- Alignment
- any alignment
- AC
- 12
- Hit Points
- 27 (6d8)
- Speed
- walk 20 ft.
- Skills
- Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses
- darkvision 120 ft.
- Passive Perception
- 16
- Languages
- any two languages, Gnomish, Terran, Undercommon
- Challenge
- 1
Traits
Cunning Action
On each of its turns, Jimjar can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn)
Jimjar deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jimjar that isn't incapacitated and Jimjar doesn't have disadvantage on the attack roll.
recharge
1/TURN
Gnome Cunning
Jimjar has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting
Jimjar's innate spellcasting ability is Intelligence (spell save DC 11). Jimjar can innately cast the following spells, requiring no material components:
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
Actions
Multiattack
Jimjar makes two melee attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spells
nondetection, blindness/deafness, blur, disguise self