Kryx RPGThemesMonsters

Drow Elite Warrior

Medium humanoid (elf)
Challenge
5 (1,800 XP)

STR
1
DEX
4
CON
2
INT
0
WIS
1
CHA
1

71
11d8+22
18
Fort
+5
Ref
+5
Will
+4
Defense note leather, shield

Speed 9 m.
Senses darkvision 35 m., passive Perception 14
Skills Perception +4, Stealth +8
Languages Elvish, Undercommon

Dashing Strike. If the drow elite warrior uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells:

At will: dancing lights

1/day each: 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

Multiattack. The drow makes two melee attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) piercing damage, plus 10 (3d6) poison damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 6 (1d4 + 4) piercing damage, plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 9/35 m. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 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 takes an action to shake it awake.

Reactions

Parry. The drow adds 3 to its Defense against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Underdarkmm