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: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Martial Advantage. Once per turn, the drow deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has an ally within 5 feet of the target.
Multiattack. The drow makes three melee attacks.
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 5) slashing damage plus 7 (4d6) necrotic damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute.
Otherworldly Connection. The drow has a mysterious connection to an otherworldly entity known as the Bleeding Hand. As a bonus action on its turn, the drow can activate the mark on its hand, causing it to open and start bleeding. The mark remains active for 1 minute, granting the drow the following additional abilities:
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Bloodlust. The drow gains advantage on melee weapon attack rolls and deals an additional 1d4 necrotic damage with each successful attack.
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Darkstep. Once during the mark's duration, as a bonus action, the drow can magically teleport up to 30 feet to an unoccupied space it can see.
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Blood Sacrifice (Recharge 6). The drow raises their marked hand to block an attack that would hit them, using their reaction to cause the damage of the attack against them to be halved, while the attacker takes the other half. The drow must have a free hand to use this feature.
- Dread Aura. While the mark is active, the drow emits an aura of dread within 10 feet of it. Enemies that start their turn within this aura must make a DC 15 Wisdom saving throw or be frightened of the drow until the start of their next turn.
Cursed Retribution (Otherworldly Connection) (Recharge 5-6). When the drow takes damage from a creature within 30 feet while the mark is active, it can use its reaction to curse the attacker. The attacker must succeed on a DC 15 Wisdom saving throw or become frightened of the drow for 1 minute. The target can repeat this saving throw at the start of each of its turns, ending the condition on a successful save.
Darkstep (Otherworldly Connection). Once during the mark's duration, as a bonus action, the drow can magically teleport up to 30 feet to an unoccupied space it can see.
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.
Blood Sacrifice (Recharge 6). The drow raises their marked hand to block an attack that would hit them, causing the damage of the attack against them to be halved, while the attacker takes the other half. The drow must have a free hand to use this feature.
Description
Their skills having earned them an even stronger connection to the Wielder, the Ronin is a force to be reckoned with. Armed with a deadly katana, poison shurikens, and never without several of their cultists as backup, only the most skilled combatants will be able to bring a Ronin down.
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