b'Jumper, Weak \n'b'  Medium   humanoid ,  any alignment  \n'b'  Armor Class  13 \n'b' Hit Points  Crony \n'b' Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  12 (+1)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +5 \n'b' Skills   Deception  +4,  Perception  +3,  Sleight of Hand  +5,  Stealth  +5 \n'b' Senses  passive  Perception  13 \n'b' Languages  Terran \n'b' Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Sight . The jumper has advantage on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Pistol Whip .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) piercing damage. \n'b'  Blaster Pistol .  Ranged Weapon Attack : +5 to hit, range 60/90 ft., one target.  Hit : 4 (2d4) radiant damage. \n'b'  Teleport (Recharge 4-6) . The jumper teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the jumper can make one  attack . \n'b'\n'b' REACTIONS \n'b'\n'b'  Recharge . When a creature the jumper can see moves within 5 feet of it, if the jumper\xe2\x80\x99s  teleport  is recharged, it can use it as a  reaction . The jumper rolls to recharge its  teleport .'