5e SRD >Creatures >

Jumper, Strong

Medium humanoid, any alignment

Armor Class 15
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0)

Saving Throws Dex +6
Skills Deception +5, Perception +3, Sleight of Hand +6, Stealth +6
Senses passive Perception 13
Languages Terran
Challenge 3 (200 XP)

SPECIAL TRAITS

  • Keen Sight. The jumper has advantage on Wisdom (Perception) checks that rely on sight.
  • Surprise Teleport. When the jumper teleports before making an attack against a creature, it has advantage on the attack roll against any creature that hasn’t taken a turn in combat yet and they have disadvantage eon any saving throws. In addition, when the jumper attacks with advantage after teleporting and both rolls hit the targets AC, the attack is a critical hit.

ACTIONS

  • Multiattack. The jumper makes three attacks in any combination with its pistol whip or blaster pistol.
  • Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) fire damage.
  • Blaster Pistol. Ranged Power Attack: +5 to hit, range 60/90 ft., one target. Hit: 4 (2d4) radiant damage.
  • Teleport (Recharge 4-6). The jumper teleports, along with any equipment it is wearing or carrying, up to 80 feet to an unoccupied space it can see. Before or after teleporting, the jumper can make one attack.

REACTIONS

  • Recharge. When a creature the jumper can see moves within 5 feet of it, if the jumper’s teleport is recharged, it can use it as a reaction. The jumper rolls to recharge its teleport.
Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

This is not the complete section 15 entry - see the full license for this page