Medium Humanoid (Elf), Any Non-Good Alignment
Armor Class 11
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Darkvision 120 ft., Passive Perception 12
Languages Elvish
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. Drow commoners have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Sunlight Sensitivity. Drow commoners have disadvantage on attack rolls and on Wisdom perception checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight

Actions

Dagger. Melee  or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

Description

Drow commoners typically work as administrators or courtiers in noble households, or as shady shopkeepers or outlanders above ground. Their limited numbers and desire for self-preservation all but guarantee they will flee when in danger.

Inspired by Keith Ammann of The Monsters Know What They're Doing

Monster Tags: NPC

Habitat: CoastalForestHillMountainUnderdarkUrban

matthall2189

Comments

Posts Quoted:
Reply
Clear All Quotes