Medium humanoid (elf), Chaotic Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 81 (18d8) |
| Speed | 30 ft., fly 15 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 10 (+0) | 17 (+3) | 13 (+1) | 12 (+1) |
| Saving Throws | Dex +5, Wis +4 |
|---|---|
| Skills | Arcana +6, Perception +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 120 ft., passive Perception 14 |
| Languages | Abyssal, Common, Elvish, Undercommon |
| Challenge | 7 |
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.
While in sunlight, the drow has Disadvantage on attack rolls.
The drow makes three Abyssal Burst attacks.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 21 (4d8 + 3) Poison damage.
The drow casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At will: Dancing Lights, Mage Armor (included in AC), Mage Hand, Minor Illusion
1/day: Summon Fiend (demon only)
The drow casts Faerie Fire or Misty Step, requiring no Material components and using the same spellcasting ability as Spellcasting.
3/day: Faerie Fire, Misty Step