Medium Humanoid (Elf), Neutral Evil
Armor Class 19 (+3 leather)
Hit Points 143 (20d8 + 40)
Speed 40 ft.
STR
10 (+0)
DEX
22 (+6)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
9 (-1)
Saving Throws DEX +11, INT +6, WIS +9
Skills Acrobatics +17, Insight +10, Perception +16, Religion +7, Sleight of Hand +17, Stealth +17
Damage Resistances Poison
Condition Immunities Paralyzed, Restrained
Senses Blindsight 30 ft, Darkvision 120 ft., Passive Perception 26
Languages Elvish, Infernal, Thieves' Cant, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: mirror image

1/day each: darkness, faerie fire, levitate

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the assassin deals an extra 35 (10d6) damage when it 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Magical Items. The Champion has +3 Leather Armor, +3 Hand Crossbow, 2 Daggers of Venom, and a Ring of Free Action.

Actions

Multiattack. The assassin makes two Venom Dagger attacks.

Venom Dagger. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 12 (1d6 + 8) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Monster Tags: NPC

Habitat: Urban

GordonGlas

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