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 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)
Legendary Resistance (3/Day): If Valas fails a saving throw, he can choose to succeed instead.
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 3 Shortsword attacks or 3 Hand Crossbow attacks. He can substitute one Shortsword attack per round to make 1 Hand Crossbow attack instead.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) piercing damage plus 10 (3d6) poison damage.
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.
Infernal Mark (Bonus Action). The Drow warrior channels dark energy, branding its target with an infernal mark. The next successful weapon attack made by the Drow against the marked target deals an additional 1d8 fire damage, and the target must make a Constitution saving throw (DC 14) or be afflicted by a minor curse, granting disadvantage on its next attack roll or saving throw.
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.
Valas Hun'Val can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Valas regains his spent legendary actions at the start of her turn.
Shadow Step (Costs 1 Action)
Valas magically teleports to an unoccupied space he can see within 30 feet. This space must be in dim light or darkness. After teleporting, he has advantage on his next melee attack roll before the end of his next turn.
Drow Poison Strike (Costs 2 Actions)
Valas makes a weapon attack, and if the attack hits, the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Darkness Assault (Costs 3 Actions)
Valas unleashes a surge of darkness, casting Darkness without using a spell slot or material components. The spell lasts until the start of his next turn. While inside the darkness, Valas gains advantage on all attacks and can make an additional melee attack.
Description
Valas Hun'Val, a figure of sinister elegance and lethal grace, strides through the shadows with the confidence of one born to darkness. His midnight skin, adorned with intricate tattoos that seem to writhe with malevolent energy, contrasts sharply with his piercing crimson eyes that gleam with an unnerving intensity. Clad in sleek, midnight-hued armor that seems to meld seamlessly with the darkness around him, Valas wields his wickedly curved blade with a deadly precision that speaks of countless battles won through cunning and ruthlessness. His every movement is a testament to his prowess as a warrior, instilling fear in the hearts of his enemies and commanding respect from those who dare to stand in his way.
Previous Versions
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11/30/2024 5:15:34 AM
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12/1/2024 10:56:34 PM
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