Armor Class 17 (No Armor)
Hit Points 97 (15d8 + 30)
Speed walk 50 ft.
| STR | DEX | CON |
| 13 (+1) | 18 (+4) | 14 (+2) |
| INT | WIS | CHA |
| 10 (0) | 16 (+3) | 10 (0) |
Saving Throws STR +6, DEX +9
Skills Acrobatics +9, Insight +8, Stealth +9
Senses Passive Perception 13
Languages Common, Elvish
Challenge 9 (5000 XP)
Proficiency Bonus +5
Traits
Fey Ancestry. Moreau has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Innate Spellcasting. Moreau’s spellcasting ability is Charisma (spell save DC 11). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, silence
Sunlight Sensitivity. While in sunlight, Moreau has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unarmored Defense. While Moreau is wearing no armor and wielding no shield, his AC includes its Wisdom modifier.
Evasion. When Moreau is subject to an effect that requires him to make a Dexterity saving throw to take half damage, he instead takes no damage on success and half damage on failure.
Stunning Strike (Recharge 4-6). When Moreau hits a creature with an unarmed strike, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Bonus Actions
Step of the Wind (Recharge 4-6). Moreau takes the Dash or Disengage action.
Patient Defense (Recharge 4-6). Moreau takes the Dodge action.
Shadow Stride. As a bonus action, while in dim light or darkness, Moreau can teleport up to 30 feet to an unoccupied space he can see that is also in dim light or darkness.
Shroud of Shadows. While in dim light or darkness, Moreau becomes invisible. He remains invisible until he makes an attack, casts a spell, or is in an area of bright light.
Actions
Multiattack. Moreau can make either four unarmed strikes or four kunai attacks.
Kunai. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, Moreau can deflect the missile. The damage he takes from the attack is reduced by 10 (1d10 + 5). If the damage is reduced to 0, Moreau catches the missile if it’s small enough to hold in one hand and he has a hand free.
