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
Soluun has advantage on saving throws against being charmed, and magic can't put Soluun to sleep.
Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores half cover and three-quarters cover when making ranged attacks with a pistol.
While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Four packets of smokepowder and a pouch containing 20 pistol bullets
Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity (Stealth) checks that rely on moving silently.
Soluun's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire, levitate (self only)
Soluun makes two scimitar attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.