Kryx RPGThemesMonsters

Drow Favored Consort

Medium humanoid (elf)
Challenge
18 (20,000 XP)

STR
2
DEX
5
CON
3
INT
4
WIS
2
CHA
4

225
30d8+90
15
Fort
+9
Ref
+9
Will
+10
Defense note 17 with mage armor

Speed 9 m.
Senses darkvision 35 m., passive Perception 18
Skills Acrobatics +11, Athletics +8, Brawn +8, Perception +8, Stealth +11
Languages Elvish, Undercommon

Dashing Strike. If the drow favored consort 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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has 15 mana, a mana limit of 3, regains its mana when it finishes a short or long rest, and knows the following spells:

Cantrips (at will): icicle, message, minor telekinesis, poison spray, shock

1 mana: burning hands, cone of cold, force shield, gust of wind, haste/slow, invisibility, lightning, mage armor, magic missiles, teleport, teleport

2 mana: counterspell, fireball, shatter, wall of force

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

War Magic. When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.

Actions

Multiattack. The drow makes three melee attacks.

Scimitar. Melee Weapon Attack: +11 to hit, reach 1.5 m. Hit: 8 (1d6 + 5) slashing damage, plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.

Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 7 (1d4 + 5) piercing damage, plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.

Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 9/35 m. Hit: 8 (1d6 + 5) 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

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