Nimira

(Tales from the Yawning Portal: Against the Giants)

Medium humanoid (dwarf), Lawful Evil

Armor Class17 (splint armor)
Hit Points52 (8d8 + 16)
Speed25 ft.
STRDEXCONINTWISCHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancespoison
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 10
LanguagesDwarvish, Undercommon
Challenge3

Traits

Duergar Resilience.

Nimira has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity.

While in sunlight, Nimira has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.

Multiattack. Nimira makes two greatsword attacks.

Greatsword.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, or 16 (4d6 + 2) slashing damage while enlarged.

Enlarge (Recharges after a Short or Long Rest).

For 1 minute, Nimira magically increases in size, along with anything it is wearing or carrying. While enlarged, Nimira is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Nimira lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin.

Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest).

Nimira magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentration on a spell). Any equipment Nimira wears or carries is invisible with it.