Medium humanoid (elf, wizard), Any alignment
| Armor Class | 15 |
|---|---|
| Hit Points | 240 (32d8 + 96) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +10, Con +9, Dex +11 |
|---|---|
| Skills | Acrobatics +11, Athletics +8, Perception +8, Stealth +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 18 |
| Languages | Elvish, Undercommon |
| Challenge | 18 |
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.
Melee Attack Roll: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 27 (6d8) poison damage.
Ranged Spell Attack Roll: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.
When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow's next turn, which can cause the triggering attack roll to miss.
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: dancing lights, mage armor, mage hand, message
3 each/day: dimension door, fireball, invisibility
1 each/day: darkness, faerie fire, levitate (self only)
Medium humanoid (elf), Neutral Evil
| Armor Class | 15, 18 with mage armor |
|---|---|
| Hit Points | 225 (30d8 + 90) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +10, Con +9, Dex +11 |
|---|---|
| Skills | Acrobatics +11, Athletics +8, Perception +8, Stealth +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 18 |
| Languages | Elvish, Undercommon |
| Challenge | 18 |
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
The drow makes three scimitar attacks.
Melee Attack Roll: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.
Ranged Attack Roll: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) 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 regains consciousness if it takes damage or if another creature takes an action to shake it.
The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire, levitate (self only)
The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips: mage hand, message, poison spray, shocking grasp, ray of frost
Level 1 (4 slots): burning hands, mage armor, magic missile, shield
Level 2 (3 slots): gust of wind, invisibility, misty step, shatter
Level 3 (3 slots): counterspell, fireball, haste
Level 4 (3 slots): dimension door, Otiluke's resilient sphere
Level 5 (2 slots): cone of cold
Level 6 (1 slots): chain lightning