Medium Or Small Humanoid, Neutral
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +4
Skills Deception +3, Investigation +3, Perception +4, Stealth +6, Survival +6
Senses Darkvision 120 ft., Passive Perception 14
Languages Common, Elvish, Gnomish, Undercommon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Drow Spellcasting. Sarith can innately cast the following spells, requiring no material components. Charisma is his spellcasting ability (spell save DC 11):

At will: dancing lights

1/day each: darkness, faerie fire

Deep Gnome Spellcasting. Jimjar, Topsy, and Turvy can innately cast the following spells, requiring no material components. Intelligence is their spellcasting ability (spell save DC 11):

At will: nondetection (self only)

1/day each: blur, disguise self

Actions

Sickle (Sarith). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. Sarith's sickle is coated in drow poison. Whenever an attack with the sickle hits, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Shortsword (Jimjar). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage. Jimjar deals an extra 7 (2d6) damage if the attack is made at advantage, or if a non- incapacitated ally is within 5 feet of the target and the attack is not made at disadvantage.

Handaxe (Topsy and Turvy). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 2) slashing damage.

Bonus Actions

Cunning Action. The companions can use any of the following actions: Dash, Disengage, Hide, or Help.

Habitat: Underdark

SandHarbinger