Medium Humanoid (Tiefling), Any Alignment
Armor Class 13 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
16 (+3)
Skills Acrobatics +3, Intimidation +5, Perception +2
Damage Resistances Fire
Senses Darkvision 60, Passive Perception 12
Languages Common, Infernal any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: thaumaturgy
1/day each: hellish rebuke
3/day each: misty step


Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits:
● He ignores the loading quality of firearms with which he is proficient.
● Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls.
● If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding.


Special Equipment. Callous wears gloves of swimming and climbing. While wearing them, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim.

Actions

Rapier. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Pistol. Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Reactions

Parry. Callous adds 2 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.

Tulpamancer

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