Kryx RPGThemesCreatures

Drow Shadowblade

Medium humanoid (drow)
Challenge
11

STR
2
DEX
5
CON
3
INT
1
WIS
2
CHA
1

150
20d8+60
19
Fort
+7
Ref
+7
Will
+5
Defense note leather

Speed 5 m.
Skills Divinity +6 (17), Insight +2 (13), Perception +6 (17), Stealth +9 (20)
Senses darkvision 20 m.
Languages Elvish, Undercommon

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

Maneuvers. The drow shadowblade uses maneuvers (maneuver save DC 17). It has 16 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, gag, lunge, parry, precision, spring attack, stalking shadow

2 stamina dice: riposte

Spellcasting. The drow shadowblade uses Divinity (Cha) to cast spells (spell save DC 13, +5 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 14th-level spellcaster): dancing lights

1 mana: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions (2)

Shadow Sword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 8 (1d6 + 5) piercing damage plus 21 (6d6) necrotic damage. The drow can then fill an unoccupied 1-meter cube within 1 meter of the target with magical darkness, which remains for 1 minute. If the attack hits and the target is within 2 meters of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 5/20 m. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 14 Fortitude 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 wakes up if it takes damage or if another creature uses an action to shake it awake.

Shadow Step (1/turn). While in dim light or darkness, the drow can teleport up to 10 meters to an unoccupied space it can see that is also in dim light or darkness. Before or after teleporting, it can make a shadow sword or hand crossbow attack.

Variant: Summon Shadow Demon (1/long rest). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 10 meters 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 on its turn (no action required).

Underdarkmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to render it unable to speak. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t speak for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when you make a weapon attack roll against a creature, you can strike precisely. Roll a d3 and add the result to your attack roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.