Scarlet Eye. Magical darkness doesn’t impede the Xelith’s darkvision.
Fey Ancestry. Xelith has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, Xelith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Assassinate. During its first turn, Xelith 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 14 (4d6) 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.
Multiattack. Xelith makes three Displacer Dagger attacks. One of the attacks can be replaced by a Poisoner's Hand Crossbow attack. Xelith can also use Spellcasting to cast darkness.
Displacer Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (1d4 + 6) piercing damage.
Poisoner's Hand Crossbow. Ranged Weapon Attack: +9to hit, range 80/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw or be affected by a randomly rolled poison effect from the Poison Effect table below until the beginning of Xelith's next turn. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
| Poison Effect Chart: | |
| d6 | Effect: |
| 1 | Blinded |
| 2 | Deafened |
| 3 | Paralyzed |
| 4 | Poisoned |
| 5 | Stunned |
| 6 | Unconscious |
Spellcasting. Xelith casts one of the following spells, requiring no material components and using Inteligence as the spellcasting ability (spell save DC 13):
At will: dancing lights, darkness
1/day each: faerie fire, levitate (self only)
Shadow Step. While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Shadow Stealth. While in dim light or darkness, Xelith can take the Hide action as a bonus action.
Previous Versions
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6/22/2022 8:51:53 PM
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7/9/2022 4:08:50 PM
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7/9/2022 4:15:11 PM
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