Drow Elite Warrior
Medium humanoid (elf), neutral evil
Armor Class
18 (studded leather, shield)
Hit Points
71 (11d8+22)
Speed
30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (0)
WIS
13 (+1)
CHA
12 (+1)
Senses
darkvision 120 ft.
Saving Throws
Dex +7, Con +5, Wis +4
Skills
Perception +4, Stealth +10
Languages
Elvish, Undercommon
Challenge
5 (1,800 XP)
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, requiring no material components:
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At will: dancing lights
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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 Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution 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 AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.