Jimjar

Out of the Abyss p. 6

Tamaño
Pequeño
Tipo
humanoid (gnome)
Alineamiento
cualquier alineamiento
CA
12
Puntos de golpe
27 (6d8)
Velocidad
walk 20 ft.
Habilidades
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Sentidos
darkvision 120 ft.
Percepción pasiva
16
Idiomas
any two languages, Gnomish, Terran, Undercommon
Desafío
1
FUE
10
+0
DES
15
+2
CON
10
+0
INT
12
+1
SAB
14
+2
CAR
16
+3

Rasgos

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

Acciones

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.

Conjuros

nondetection, blindness/deafness, blur, disguise self

Otros datos

description