Huge drow, Neutral Evil
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 200 (16d12 + 96) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) |
| Saving Throws | Cha +7, Con +10, Wis +7 |
|---|---|
| Skills | Insight +7, Perception +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 17 |
| Languages | Elvish, Undercommon |
| Challenge | 9 |
The drow has advantage on Wisdom (Perception) checks that rely on smell.
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 morningstar attacks.
Melee Attack Roll: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Ranged Attack Roll: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
The drow's innate spellcasting ability is Charisma (spell save DC 15). The drow can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire