Kryx RPGThemesMonsters

Drow Shadowblade

Medium humanoid (elf)
Challenge
11 (7,200 XP)

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

150
20d8+60
17
Soak
3
Fort
+7
Ref
+7
Will
+5
Defense note leather

Speed 9 m.
Senses darkvision 35 m., passive Perception 16
Skills Perception +6, Stealth +9
Languages Elvish, Undercommon

Dashing Strike. If the drow shadowblade 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)

Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 18 meters to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

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 attacks with its shadow sword. If either attack hits and the target is within 3 meters of a 1.5-meters cube 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.

Shadow Sword. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 1.5-meters cube within 1.5 meters of the target with magical darkness, which remains for 1 minute.

Hand Crossbow. Ranged Weapon Attack: +9 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 wakes up if it takes damage or if another creature takes an action to shake it awake.

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 18 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 as an action.

Underdarkmtof