Monster
Soluun Xibrindas
Outside your table’s allowed sources
Official reference · WDH · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 18 (studded leather, shield)
- Hit points
- 84 (13d8 + 26)
- Speed
- Walk 30 ft.
- Challenge rating
- 4
- Alignment
- Lawful Evil
- Strength
- 13
- Dexterity
- 18
- Constitution
- 14
- Intelligence
- 11
- Wisdom
- 13
- Charisma
- 14
- Passive Perception
- 13
- Saving Throws
- dex: +6; con: +4; wis: +3
- Skills
- perception: +3; stealth: +8
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
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 3 and 3 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
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 Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing 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.
Innate Spellcasting
Soluun's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)