Drow House Captain

Medium humanoid (elf), Any alignment

Armor Class16 (chain mail)
Hit Points162 (25d8 + 50)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 13 (+1)
Saving ThrowsCon +6, Dex +8, Wis +6
SkillsPerception +6, Stealth +8
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 16
LanguagesElvish, Undercommon
Challenge9

Traits

Fey Ancestry.

The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Sunlight Sensitivity.

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.

The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.

Scimitar.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Whip.

Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Hand Crossbow.

Ranged Attack Roll: +8 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Reactions

Parry.

The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Spellcasting

The drow 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

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