Jumper, Weak

Medium humanoid, any alignment

Armor Class 13
Hit Points Crony
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Sleight of Hand +5, Stealth +5
Senses passive Perception 13
Languages Terran
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Keen Sight. The jumper has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  • Blaster Pistol. Ranged Weapon 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 40 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

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