Large Humanoid (Elf), Chaotic Evil
Armor Class 10 condutcer outfit
Hit Points 13 (9d8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2, Stealth +4
Senses Darkvision 120 ft., Passive Perception 12
Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. The drow has advantage on saving throws against being Put on Fire or 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: Change the train direction throwing everyome off balance (minus dexterity and concentration)

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

Actions

Coal Poker Melee Weapon Attack: D4+4; 1d20,"(remember to make them roll dexterity) to hit", to hit, reach 5 ft., one target. H{"diceNotation":"1d6+2","rollType":"damage", If 1d>15 bleed damage (3HP per turn)

Throwable Trains . Ranged Weapon Attack: 1d6+4;{"diceNotation":"1d20+4",(remember to make them roll dexterity) to hit", up to 120ft  Crossbow" 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 yo sleep. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2023 11:09:40 PM
3
0
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Monster Tags: elf

Habitat: Underdark

MrAdventure31