THE SHARED REFERENCE Adventurer

Monster

Shunn Shurreth

Outside your table’s allowed sources

Official reference · WDMM · 2014

Creature type
Humanoid
Size
Medium
Armor class
18 (studded leather, shield)
Hit points
71 (11d8 + 22)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Lawful Evil
Strength
13
Dexterity
18
Constitution
14
Intelligence
11
Wisdom
13
Charisma
12
Passive Perception
14
Saving Throws
dex: +7; con: +5; wis: +4
Skills
perception: +4; stealth: +10
Senses
darkvision 120 ft.
Languages
Elvish, Undercommon

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

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