THE SHARED REFERENCE Adventurer

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.

Hand Crossbow

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

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