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Monster

Shunn Shurreth

Medium Humanoid · Lawful Evil

Waterdeep: Dungeon of the Mad Mage Page 33
Armor Class 18
Hit Points 71 (11d8 + 22)
Speed Walk 30 ft.
CR 5
STR 13 +1
DEX 18 +4
CON 14 +2
INT 11 +0
WIS 13 +1
CHA 12 +1

Traits

Fey Ancestry

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

Sunlight Sensitivity

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

Actions

Multiattack

Shunn makes two shortsword attacks.

Shortsword

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 7 () Piercing damage plus 10 () Poison damage.

Hand Crossbow

Ranged Weapon Attack +7 to hit, range 30/120 ft., one target. 7 () Piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be for 1 hour. If the saving throw fails by 5 or more, the target is also while 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.
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