Medium humanoid, neutral good
- Armor Class
- 18 (studded leather armor, shield)
- Hit Points
- 84 (13d8 + 26)
- Speed
- 30 ft.
- Challenge
- 4 (1,100 XP)
- Saving Throws
- Con +4, Dex +6, Wis +3
- Skills
- Stealth +8, Perception +3
- Senses
- darkvision 120 ft., passive Perception 13
- Languages
- Elvish, Undercommon
Traits
Fel'rekt has advantage on saving throws against being charmed, and magic can't put Fel'rekt to sleep.
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.
While in sunlight, Fel'rekt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Fel'rekt makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.
Spellcasting
Fel'rekt's spellcasting ability is Charisma (spell save DC 12) It can innately cast the following spells, requiring no material components: