Shunn Shurreth

Medium Humanoid (Elf), Lawful Evil

STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
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 the drow to sleep.

Sunlight Sensitivity.

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

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

Actions

Multiattack.

Shunn makes two shortsword attacks.

Shortsword.

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

Hand Crossbow.

Ranged Weapon Attack: +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, the drow must see the attacker and be wielding a melee weapon.

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Shunn Shurreth

Source: Waterdeep: Dungeon of the Mad Mage, p. 33 - Licenses and attribution