Medium humanoid (human), Chaotic Neutral
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 40 (9d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 10 (+0) | 18 (+4) | 12 (+1) | 14 (+2) |
| Saving Throws | Int +7, Wis +4 |
|---|---|
| Skills | Acrobatics +5, Animal handling +4, Arcana +7, History +7, Performance +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | Common |
| Challenge | 5 |
Jim carries a wand of wonder.
As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.
Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips: fire bolt, friends, mage hand, minor illusion, prestidigitation
Level 1 (4 slots): disguise self, Jim's magic missile*, mage armor
Level 2 (3 slots): invisibility, Jim's glowing coin*
Level 3 (3 slots): incite greed*, fireball
Level 4 (3 slots): conjure minor elementals, polymorph
Level 5 (1 slots): mislead