Drow House CaptainMedium humanoid (elf)
- 9 (5,000 XP)
Dashing Strike. If the drow house captain 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). He can innately cast the following spells:
At will: dancing lights
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Battle Command. As a bonus action, the drow targets one ally he can see within 9 meters of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
Multiattack. The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.
Scimitar. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage, plus 14 (4d6) poison damage.
Whip. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
Hand Crossbow. Ranged Weapon Attack: +8 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.
Parry. The drow adds 3 to its Defense against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.