Medium humanoid (elf), Chaotic Evil
| Armor Class | 16 |
|---|---|
| Hit Points | 99 (18d8 + 18) |
| Speed | 30 ft., fly 15 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 18 (+4) | 17 (+3) |
| Saving Throws | Cha +6, Con +4, Wis +7 |
|---|---|
| Skills | Insight +7, Perception +7, Religion +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 120 ft., passive Perception 17 |
| Languages | Abyssal, Common, Elvish, Undercommon |
| Challenge | 8 |
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 Scourge attacks.
Melee Attack Roll: +5, reach 10 ft. Hit: 6 (1d6 + 3) Piercing damage plus 17 (5d6) Poison damage.
con DC 15, each enemy in a 20-foot Emanation [Area of Effect] originating from the drow. Failure: 33 (6d10) Piercing damage, and the target has the Restrained condition until the start of the drow's next turn. Success: Half damage only.
The drow casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:
At will: Dancing Lights, Guidance, Thaumaturgy
The drow casts Cure Wounds, Darkness, Dispel Magic, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
3/day: Cure Wounds, Darkness, Dispel Magic, Lesser Restoration
Medium humanoid (elf), Neutral Evil
| Armor Class | 16 (scale mail) |
|---|---|
| Hit Points | 71 (13d8 + 13) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 17 (+3) | 18 (+4) |
| Saving Throws | Cha +7, Con +4, Wis +6 |
|---|---|
| Skills | Insight +6, Perception +6, Religion +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | Elvish, Undercommon |
| Challenge | 8 |
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 scourge attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
The drow attempts to magically summon a yochlol with a 30% chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
The drow's spellcasting ability is Charisma (spell save DC 15). She 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 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips: guidance, poison spray, resistance, spare the dying, thaumaturgy
Level 1 (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
Level 2 (3 slots): lesser restoration, protection from poison, web
Level 3 (3 slots): conjure animals (2 giant spider), dispel magic
Level 4 (3 slots): divination, freedom of movement
Level 5 (2 slots): insect plague, mass cure wounds