24 (+3 leather armor, Suave Defense)
123 (19d8+38)
walk 30 ft.
Dex +11, Wis +8
Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight of hand +11, Stealth +16
darkvision 120 ft.
Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon
15
Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers, a cloak of invisibility, a knave's eye patch, and a ring of truth telling. He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning.
If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.
Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep.
If Jarlaxle fails a saving throw, he can choose to succeed instead.
Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard.
Jarlaxle deals an extra 24 (7d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle's that isn't incapacitated and Jarlaxle doesn't have disadvantage on the attack roll.
While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.
When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Jarlaxle's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) He can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire, levitate (self only)
Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage.
Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Jarlaxle can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarlaxle regains spent legendary actions at the start of its turn.
Jarlaxle moves up to his speed without provoking opportunity attacks.
Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.