Medium Humanoid, Neutral Evil
Armor Class 18 (studded leather, shield)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws DEX +7, CON +5, WIS +4
Skills Perception +4, Stealth +10
Senses Darkvision 120 ft., Passive Perception 14
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Horrifying Visage. Any creature that starts its turn within 30 feet of the Aberrant Drow Warrior and can see it must succeed on a DC 14 Wisdom Saving Throw or be frightened for 1 minute. Affected creatures can repeat this saving throw at the end of each of their turns. A creature who succeeds on this saving throw is immune to this effect for 24 hours.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

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

Actions

Multiattack. The drow makes two shortsword attacks. It also makes one tentacle attack. It has two tentacles.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft, one target. Hit:  6 (1d6+3) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength Saving throw or be grappled(escape DC 15). Until this grapple ends, the target is restrained. The aberrant drow warrior can only grapple one target per tentacle. On subsequent turns the aberrant drow warrior can pull a grappled target 5 feet closer.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Monster Tags: elf

Habitat: Underdark

jcjames1225

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