Fel'rekt Lafeen

Waterdeep: Dragon Heist p. 67

Size
Medium
Type
humanoid (elf)
Alignment
any alignment
AC
18 (studded leather armor, shield)
Hit Points
84 (13d8+26)
Speed
walk 30 ft.
Saving Throws
Dex +6, Con +4, Wis +3
Skills
Perception +3, Stealth +8
Senses
darkvision 120 ft.
Passive Perception
13
Languages
Elvish, Undercommon
Challenge
4
STR
13
+1
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
13
+1
CHA
14
+2

Traits

Fey Ancestry

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

Gunslinger

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 half cover and three-quarters cover when making ranged attacks with a pistol.

Sunlight Sensitivity

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

Innate Spellcasting

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

Actions

Multiattack

Fel'rekt makes two shortsword attacks.

Shortsword

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

Poisonous Pistol

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

Spells

dancing lights, darkness, faerie fire, levitate

Other data

description