Medium Humanoid (Elf), Neutral Evil
Armor Class 17 (Leather Armor)
Hit Points 266 (35d8 + 105)
Speed 30 ft.
STR
18 (+4)
DEX
22 (+6)
CON
16 (+3)
INT
21 (+5)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws DEX +12, INT +11
Skills Perception +2, Stealth +4
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Elvish, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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 Intelligence (spell save DC 20). 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.

Sneak Attack. When the Arc Light has advantage on an attack it can deal 10d6 extra damage.  The attack must use a finesse or a ranged weapon.

Assassinate. The Arc Light has advantage on attack rolls against any creature that hasn't taken a turn in combat yet.  In addition any hit is scores against a creature that is surprised is a critical hit.

Actions

Multiattack. The Arc Light makes three dagger attacks

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage, plus 14 (4d6) poison damage

Thrown Dagger. Ranged Weapon Attack: +10 to hit, range 20(60), one target. Hit: 7 (1d4 + 4) piercing damage, plus 14 (4d6) poison damage

Teleport. The Arc Light magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.  This does not invoke opportunity attacks.

Flanking Teleport. The Arc Light magically teleports into a flanking position behind the target.  The target must succeed on a DC 15 Wisdom Saving Throw.  If the target fails the saving throw the Arc Light gets advantage on its first attack.

Grapple Teleport. If a creature is in melee with the Arc Light, the Arc Light can attempt to grab the target.  The target must succeed on a DC 19 Strength Saving Throw.  If the target fails it is grappled and teleported into the air along with the Arc Light.  The target is then dropped and must make a DC 19 Dexterity Saving Throw.  The target takes 6d6 fall damage.  It takes half that damage if it succeeds the throw.

Reactions

Uncanny Dodge

When an attacker that the Arc Light can see hits with an attack, the Arc Light can use its reaction to halve the attack’s damage against it.

Evasion

When the Arc Light is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Monster Tags: elf

Habitat: Underdark

Foxrobinhood

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