Jimjar

Small humanoid (gnome), Any alignment

Armor Class

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.

Languages

any two languages, Gnomish, Terran, Undercommon

Challenge

1

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.

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.