Medium Humanoid (Drow), Chaotic Evil
AC 18    Initiative +5 (15)
HP 153 (18d8 + 54)
Speed 30 ft.
Mod Save
STR 15 +2 +2
DEX 20 +5 +10
CON 16 +3 +8
Mod Save
INT 11 +0 +0
WIS 14 +2 +7
CHA 12 +1 +1
Skills Perception +7, Stealth +15
Senses Darkvision 120 ft.; Passive Perception 17
Languages Common, Elvish, Undercommon
CR 15 (XP 13,000; PB +5)
Traits

Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.

Sunlight Sensitivity. While in sunlight, the drow has Disadvantage on attack rolls.

Actions

Multiattack. The drow makes three attacks using Rapier or Hand Crossbow in any combination

Rapier. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Piercing damage plus 17 (5d6) Poison damage.

Hand Crossbow. Ranged Attack Roll: +10, range 30/120 ft. Hit: 12 (2d6 + 5) Piercing damage, and the target makes a saving throw. Constitution Saving Throw: DC 18. Failure: The target has the Poisoned condition for 1 hour. While Poisoned in this way, the target also has the Unconscious condition. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.

Bonus Actions

Underdark Magic (3/Day). The drow casts Darkness, Faerie Fire, or Levitate (self only), requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14).

Habitat: UnderdarkUrban

Jnsorens

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