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 14). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
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.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The drow makes two melee attacks. It can substitute one of these attacks to sheath its longsword and wield its shortbow.
Katana. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, or 8 (1d12 + 2) slashing damage if used with two hands.
Sacrificial Blow. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 5) slashing damage, or 8 (1d12 + 5) slashing damage if used with two hands. This attack costs an entire action and recharges the Blood Sacrifice ability when used.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw or be poisoned for until the end of their next turn.
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.
Cursed Retribution (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 12 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 2 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 from Sacrificial). The drow raises their marked hand to block an attack that would hit them. The attacker then must make a DC 12 Dexterity saving throw, taking half of the damage, while the drow takes full damage. The drow must have a free hand to use this feature.
Description
Initiates of the Bleeding Hand cult, while not as deadly as their leaders, are still an uncannily dangerous foe. Granted a mark on their hand which allows them to draw power from the Wielder, they possess a number of abilities which grant them increased combat prowess.
Previous Versions
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Posted Sep 27, 2023i like it, but i think it has too many abilities for a cr 1 monster
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Posted Sep 28, 2023Very true, no idea why I made it CR 1. Probably needs to be 3 or something
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Posted Jun 28, 2024I think this is great! Like @cthulusCrytpt I think the cr should be higher, but this works great as minions for my big bad, The Saint of Slaughter, which happens to take place in the under dark.