Soluun Xibrindas

(Waterdeep: Dragon Heist)

Medium humanoid (elf), Lawful Evil

Armor Class18 (studded leather armor, shield)
Hit Points84 (13d8 + 26)
Speed30 ft.
STRDEXCONINTWISCHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 14 (+2)
Saving ThrowsCon +4, Dex +6, Wis +3
SkillsPerception +3, Stealth +8
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 13
LanguagesElvish, Undercommon
Challenge4

Traits

Fey Ancestry.

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

Gunslinger.

Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores Cover and Cover when making ranged attacks with a pistol.

Sunlight Sensitivity.

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

Equipment.

Four packets of smokepowder and a pouch containing 20 pistol bullets

Boots of Elvenkind.

Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity (Stealth) checks that rely on moving silently.

Actions

Multiattack.

Soluun makes two scimitar attacks.

Scimitar.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Poisonous Pistol.

Ranged Attack Roll: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.

Innate Spellcasting

Soluun's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: dancing lights

1 each/day: darkness, faerie fire, levitate (self only)