Medium Humanoid, Chaotic Evil
Armor Class 12
Hit Points 38 (7d8 + 7)
Speed 30 ft., Fly 40 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
13 (+1)
Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Ripcord. The After Jumper is attached to a cord connected to it's ship. As an action the Jumper can reel in the cord and gain a temporary flying speed of 40 feet but must land on it's turn.

Actions

Multiattack. The After Jumper makes two attacks with it's  Flame Scimitars

Flame Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage and (1d4+1) fire damage.

Sabotage. The After Jumper will give all for his cause. When near death they sabotage the kyber shard wiring in their weapons rigging them to explode. It takes one turn to complete the effect. If successful all creatures within a 10 yard radius must make a dexterity saving throw, 14 DC,  taking 3d6 damage or half that amount on a successful save.  

Habitat: CoastalForestHillMountain

Mahale

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