Nimira

Tales from the Yawning Portal p. 54

Size
Medium
Type
humanoid (dwarf)
Alignment
lawful evil
AC
16 (scale mail, shield)
Hit Points
52 (8d8+16)
Speed
walk 25 ft.
Resistances
poison
Senses
darkvision 120 ft.
Passive Perception
10
Languages
Dwarvish, Undercommon
Challenge
1
Environment
underdark
STR
14
+2
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
9
−1

Traits

Duergar Resilience

Nimira has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity

While in sunlight, Nimira has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Multiattack: Nimira makes two greatsword attacks.

Greatsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged.

Enlarge (Recharges after a Short or Long Rest)

For 1 minute, Nimira magically increases in size, along with anything it is wearing or carrying. While enlarged, Nimira is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Nimira lacks the room to become Large, it attains the maximum size possible in the space available.

recharge

SHORT

War Pick

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest)

Nimira magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Nimira wears or carries is invisible with it.

recharge

SHORT

Other data

description