18 (studded leather armor, shield)
71 (11d8+22)
walk 30 ft.
Dex +7, Con +5, Wis +4
Perception +4, Stealth +10
darkvision 120 ft.
Elvish, Undercommon
5
While cursed with spider features, Shunn can climb difficult surfaces, even across ceilings, without needing to make an ability check.
Shunn has advantage on saving throws against being charmed, and magic can't put Shunn to sleep.
While in sunlight, Shunn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shunn'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)
Shunn makes two shortsword attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.