Monster
Jimjar
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 12
- Hit points
- 27 (6d8)
- Speed
- Walk 20 ft.
- Challenge rating
- 1
- Alignment
- Any alignment
- Strength
- 10
- Dexterity
- 15
- Constitution
- 10
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 16
- Skills
- deception: +5; insight: +4; investigation: +5; perception: +6; persuasion: +5; sleight of hand: +4; stealth: +4
- Senses
- darkvision 120 ft.
- Languages
- Common, Gnomish, Terran, Undercommon
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.
Gnome Cunning
Jimjar has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Stone Camouflage
Jimjar has advantage on Dexterity (Stealth) checks to hide in rocky terrain.
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.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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