Nimira

Medium humanoid (dwarf), Lawful Evil

Armor Class

16 (scale mail, shield)

Hit Points

52 (8d8+16)

Speed

walk 25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

1

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.

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.