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. 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.
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
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.