18 (studded leather armor, shield)
84 (13d8+26)
walk 30 ft.
Dex +6, Con +4, Wis +3
Perception +3, Stealth +8
darkvision 120 ft.
Elvish, Undercommon
4
Krebbyg has advantage on saving throws against being charmed, and magic can't put Krebbyg to sleep.
Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Krebbyg's ranged attack rolls with a pistol. In addition, Krebbyg ignores half cover and three-quarters cover when making ranged attacks with a pistol.
While in sunlight, Krebbyg has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Krebbyg'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)
Krebbyg 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.