Sources
CR
Type
Size
Alignment
Movement

Jimjar

Small Humanoid (gnome), Any alignment

Armor Class 12
Hit Points 27 (6d8)
Speed 20 ft.
STR
10
+0
DEX
15
+2
CON
10
+0
INT
12
+1
WIS
14
+2
CHA
16
+3
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages Common, Gnomish, Terran, Undercommon
Challenge 1 (200 XP)

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 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.

Spellcasting

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

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.