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 the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Gnome Cunning. <$title_short_name$> has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Stone Camouflage. <$title_short_name$> has advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Innate Spellcasting. <$title_short_name$>'s innate spellcasting ability is Intelligence (spell save DC <$spell_dc__int$>). <$title_short_name$> can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
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.