b'Jumper, Strong \n'b'  Medium   humanoid ,  any alignment  \n'b'  Armor Class  15 \n'b' Hit Points  58 (9d8 + 18) \n'b' Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  18 (+3)  CON:  14 (+2)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6 \n'b' Skills   Deception  +5,  Perception  +3,  Sleight of Hand  +6,  Stealth  +6 \n'b' Senses  passive  Perception  13 \n'b' Languages  Terran \n'b' Challenge  3 (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'  Surprise Teleport . When the jumper teleports before making an attack against a creature, it has advantage on the  attack  roll against any creature that hasn\xe2\x80\x99t taken a turn in combat yet and they have disadvantage eon any saving throws. In addition, when the jumper attacks with advantage after teleporting and both rolls hit the targets AC, the  attack  is a critical hit. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The jumper makes three attacks in any combination with its pistol whip or blaster pistol. \n'b'  Pistol Whip .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) fire damage. \n'b'  Blaster Pistol .  Ranged Power 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 80 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 .'