Magic Resistance. Nim has advantage on saving throws against spells and other magical effects.
Magic Weapons. Nim's weapon attacks are magical.
Repairable. As long as they have at least 1 hit point remaining, Nim regains 1 hit point when a mending spell is cast on them.
High-Calibration. When Nim makes a ranged weapon attack, they can fire at long range without penalty.
Multiattack. Nim can make one pistol attack or three attacks: two with their rapier and one with their dagger.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Flintlock Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) fire damage.
Parry. Nim adds 2 to their AC against one melee attack that would hit them. To do so, Nim must see the attacker and be wielding a melee weapon.
Description
After years of being held inside Waterdeep's Temple of Gond, Nim was freed by Jarlaxle and became independent. They stayed at Jarlaxle's side of their own volition as the new captain of one of his schooners, now dubbed the Clockwork Cutlass.
Firearms aren’t widely available in the North, but some members of Bregan D’aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows.
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