Medium Humanoid (Elf), Any Alignment
AC 18 (studded leather)    Initiative +6 (16)
HP 175 (20d8 + 60)
Speed 60 ft.
Mod Save
STR 16 +3 +3
DEX 22 +6 +11
CON 18 +4 +9
Mod Save
INT 8 −1 −1
WIS 8 −1 −1
CHA 15 +2 +2
Skills Perception +6, Stealth +9
Vulnerabilities Psychic
Resistances Force, Poison
Immunities Bludgeoning; Poisoned
Senses Darkvision 120 ft.; Passive Perception 16
Languages Abyssal, Common, Deep Speech, Gith, Primordial
CR 13 (XP 10,000; PB +5)
Traits

Devil’s Sight. Magical darkness doesn’t impede Clarisse's darkvision.

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

Bait and Switch (3/day). When you’re within 5 ft. of a creature on your turn, you can switch places with the creature without provoke Opportunity Attacks, provided that the creature is willing, and doesn’t have the Incapacitated condition. Roll a d8. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Murderous Fervor. If Clarisse kills an enemy with a attack she can make another weapon attack as a free action.

Actions

Multiattack. Clarisse makes four Femorous attacks. One of the attacks can be replaced by a Longbow attack. Clarisse can also use Spellcasting to cast darkness.

Femorous. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 26 (6d6 + 5) necrotic damage. Clarisse also creates one of the following effects:

Sap. The target has Disadvantage on its next attack roll before the start of Clarisse’s next turn.

Maneuver. One ally who can see or hear Clarisse can take a Reaction to move up to half the ally’s Speed without provoking Opportunity Attacks.

Awestruck. The target has the Charmed condition until the start of Clarisse’s next turn.

Poison. The target has the Poisoned condition until the start of Clarisse’s next turn.

Longbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 14 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Spellcasting. Clarisse casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

At will: dancing lights, darkness

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

Bonus Actions

Shadow Step. While in dim light or darkness, Clarisse teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Reactions

Counterattack (2/day). Trigger: Clarisse is hit by an attack roll. Response: Clarisse adds 4 to its AC against that attack, possibly causing it to miss. On a miss, Clarisse can make one Femorous or Longbow attack against the attacker.

Warding Charm. Trigger: A creature hits Clarisse with an attack roll. Response—Wisdom Saving Throw: DC 17, the triggering creature. Failure: The attack roll misses Clarisse, and the target has the Charmed condition until the end of Clarisse’s next turn

Habitat: Underdark

Speedydragon1325

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