Medium Humanoid (Tiefling), Any Alignment
Armor Class 15 (breast plate)
Hit Points 97 (15d8 + 30)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws STR +3, DEX +6, WIS +3
Skills Acrobatics +6, Intimidation +6, Perception +3
Damage Resistances Fire
Senses Darkvision 60, Passive Perception 13
Languages Common, Infernal any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:
At will: thaumaturgy
1/day each: hellish rebuke (2nd level), darkness
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.

Lightfooted. Callous can take the Dash or Disengage action as a bonus action of each of his turns.

Demands of Nessus. At the start of each of Callous’ turns, he can choose one ally he can see within 30 feet of him. The chosen ally loses 10 hit points, and Callous regains the same number of hit points. If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally.

Sneak Attack (1/Turn). Callous deals an extra 7 (2d6) 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 the spy that isn’t incapacitated and Callous doesn’t have disadvantage on the attack roll.

Actions

Multiattack. Callous makes three melee attacks or two ranged attacks.

Rapier. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Pistol. Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Reactions

Parry. Callous adds 3 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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