Monster
Nimira
Outside your table’s allowed sources
Official reference · TftYP · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 17 (splint armor)
- Hit points
- 52 (8d8 + 16)
- Speed
- Walk 25 ft.
- Challenge rating
- 3
- Alignment
- Lawful Evil
- Strength
- 14
- Dexterity
- 11
- Constitution
- 14
- Intelligence
- 11
- Wisdom
- 10
- Charisma
- 9
- Passive Perception
- 10
- Senses
- darkvision 120 ft.
- Languages
- Dwarvish, Undercommon
- Resistances
- poison
Traits
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.
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 Weapon 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.