Jimjar

Deep gnome compulsive gambler

Description:

Jimjar is a deep gnome who is oddly talkative and open. Most deep gnomes (especially males) are dour and austere. Jimjar is not.

Jimjar has a habit of betting on things. You have also noticed he has an astonishing ability to keep items and wealth hidden on his person, no mean feat for someone of his stature.

From what you have seen, Jimjar is both true to his word, and insistent on paying debts (and collecting them, should you bet against him and lose).

Stats

Armor Class: 12
Hit Points: 27
Speed: 20 ft.

Height: 3’1"
Weight: 105 lbs

STR DEX CON INT WIS CHR
0 +2 0 +1 +2 +3

Skills: Deception+5, Insight+4, Investigation+5, Perception+6, Persuasion+5, Slight of Hand+4, Stealth+4
Senses: darkvision 120 ft., passive Perception 16
Languages: Undercommon, Gnomish, Common, Terran, Elvish

Stone Camouflage. He has advantage on Stealth checks made to hide in rocky terrain.

Gnome Cunning. He has advantage on Int, Wis, Char saves against magic.

Innate Spellcasting. Ability is Intelligence (spell save DC 11).
    [At Will] nondetection (self only)

    [1/day each] blindness/deafness, blur, disguise self

Cunning Action: On each of his turns, he can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack: Deals an extra 2d6 damage when he hits a target with a weapon attack that he has advantage on, or 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 roll.

Bio:

Jimjar was crucial in the group’s first escape attempt. After a bet with Nashua over whether or not he could steal a jail key, Jimjar succeeded after pushing a drow into the spider webs beneath Velkynvelve, and using that drow’s hand crossbow to poison another guard.

Using a stolen key, he helped the group escape the drow during the demon incursion.

During the umberhulk ambush, Prince Derendil attacked Jimjar, scarring his nose. Jimjar holds no love for the quaggoth. Post battle, Jimjar found himself to shake uncontrollably. His usually steady hands could barely lift food to his mouth.

Having had time to reflect, Jimjar pointed out to Nashua to beware the twins. The umberhulk had busted through the wall and mauled Turvy and yet the gnome hadn’t a single scratch to show for it.

When the group caught Asha, Jimjar was allowed the killing blow. He slit her neck ear to ear and let her bleed over a cliff into the dark river below. It was shortly thereafter that his PTSD shaking stopped.

Jimjar disguised himself as a kuo-toa with Nitsuj and spied on the village leaders. He was horrified to find that Nitsuj was so over the edge from their journey that he was making hair dolls out of his friends’ hair.

After Buppido’s betrayal, Jimjar nearly starved to death over bets with Nashua for rations. It has taken several days of rest in Gracklstugh to heal after the ordeal, and now he’s better.

In Gracklstugh, Jimjar is one of the party members trusted by Themberchaud.

During the Sordid Soiree, Jimjar was sneaking around the Halls of Sacred Scrolls with Nitsuj. He helped to break into Narrak‘s room, kill an imp protecting the room, and uncovered all of the correspondence between Narrak and his fellow cultists. He likewise saved Nitsuj after he began freaking out from touching a profane rune upon the wall. Nitsuj wasn’t the same after Jimjar saved him, and frankly, has grown quite apathetic.

Jimjar has been left to manage the group’s holdings, the Halls of Sacred Scrolls, in Gracklstugh and make a successful casino out of it. He gets 20%, which makes him happy.

Jimjar

The Savage Frontier stephen_seibert stephen_seibert