Shunn Shurreth

(Waterdeep: Dungeon of the Mad Mage)

Medium humanoid (elf), Lawful Evil

Armor Class18 (studded leather armor, shield)
Hit Points71 (11d8 + 22)
Speed30 ft.
STRDEXCONINTWISCHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Saving ThrowsCon +5, Dex +7, Wis +4
SkillsPerception +4, Stealth +10
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 14
LanguagesElvish, Undercommon
Challenge5

Traits

Spider Features.

While cursed with spider features, Shunn can climb difficult surfaces, even across ceilings, without needing to make an ability check.

Fey Ancestry.

Shunn has advantage on saving throws against being charmed, and magic can't put Shunn to sleep.

Sunlight Sensitivity.

While in sunlight, Shunn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.

Shunn makes two shortsword attacks.

Shortsword.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow.

Ranged Attack Roll: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Parry.

Shunn adds 3 to its AC against one melee attack that would hit it. To do so, Shunn must see the attacker and be wielding a melee weapon.

Innate Spellcasting

Shunn'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)