Medium humanoid (elf), Any alignment
| Armor Class | 16 (chain mail) |
|---|---|
| Hit Points | 162 (25d8 + 50) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 19 (+4) | 15 (+2) | 12 (+1) | 14 (+2) | 13 (+1) |
| Saving Throws | Con +6, Dex +8, Wis +6 |
|---|---|
| Skills | Perception +6, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | Elvish, Undercommon |
| Challenge | 9 |
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 two Scimitar attacks and one Whip or Hand Crossbow attack.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
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.
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.
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)
Medium humanoid (elf), Neutral Evil
| Armor Class | 16 (chain mail) |
|---|---|
| Hit Points | 162 (25d8 + 50) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 19 (+4) | 15 (+2) | 12 (+1) | 14 (+2) | 13 (+1) |
| Saving Throws | Con +6, Dex +8, Wis +6 |
|---|---|
| Skills | Perception +6, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | Elvish, Undercommon |
| Challenge | 9 |
As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
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 attacks: two with his scimitar and one with his whip or his hand crossbow.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
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.
The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire, levitate (self only)