Medium humanoid (elf), Neutral Good
| Armor Class | 18 (studded leather armor, shield) |
|---|---|
| Hit Points | 84 (13d8 + 26) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 18 (+4) | 14 (+2) | 11 (+0) | 13 (+1) | 14 (+2) |
| Saving Throws | Con +4, Dex +6, Wis +3 |
|---|---|
| Skills | Perception +3, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 13 |
| Languages | Elvish, Undercommon |
| Challenge | 4 |
Fel'rekt has advantage on saving throws against being charmed, and magic can't put Fel'rekt to sleep.
Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Fel'rekt's ranged attack rolls with a pistol. In addition, Fel'rekt ignores Cover and Cover when making ranged attacks with a pistol.
While in sunlight, Fel'rekt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Fel'rekt makes two shortsword attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Ranged Attack Roll: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.
Fel'rekt's spellcasting ability is Charisma (spell save DC 12) It can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire, levitate (self only)