Shunn Shurreth
Waterdeep: Dungeon of the Mad Mage p. 33
- Size
- Medium
- Type
- humanoid (elf)
- Alignment
- neutral evil
- AC
- 18 (studded leather armor, shield)
- Hit Points
- 71 (11d8+22)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +7, Con +5, Wis +4
- Skills
- Perception +4, Stealth +10
- Senses
- darkvision 120 ft.
- Passive Perception
- 14
- Languages
- Elvish, Undercommon
- Challenge
- 5
- Environment
- underdark
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.
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.
Variant: Drow Magic Armor and Weapons
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.
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.
Spells
dancing lights, darkness, faerie fire, levitate