Page 220 - Dragonix - DM Options, Monster Talents II
P. 220
Drow Shadowblade Elite darkness created by the shadow sword on a previous turn, the drow
can dismiss that darkness and cause the target to take 21 (6d6)
Medium humanoid (elf), neutral evil
necrotic damage. The drow can dismiss darkness in this way no
more than once per turn.
Armor Class 17 (studded leather)
Hit Points 180 (24d8 + 72) Shadow Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) necrotic
damage and 10 (3d6) poison damage. The drow can then fill an
STR DEX CON INT WIS CHA unoccupied 5-foot cube within 5 feet of the target with magical
14 (+2) 22 (+6) 16 (+3) 12 (+1) 14 (+2) 14 (+2) darkness, which remains for 1 minute.
Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120
Saving Throws Dex +11, Con +8, Wis +7 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must
Skills Perception +7, Stealth +11 succeed on a DC 13 Constitution saving throw or be poisoned
Senses darkvision 120 ft., passive Perception 17 for 1 hour. If the saving throw fails by 5 or more, the target is
Languages Elvish, Undercommon also unconscious while poisoned in this way. The target regains
Challenge 14 (11,500 XP) consciousness if it takes damage or if another creature takes an
action to shake it.
Fey Ancestry. The drow has advantage on saving throws against
Shadow Burst (1/Day). The drow can dismiss all of its 5-foot cubes
being charmed, and magic can’t put the drow to sleep.
of darkness created by its shadow sword, each of which explodes
Innate Spellcasting. The drow’s innate spellcasting ability is in a burst of necrotic energy. Each creature except the drow within
Charisma (spell save DC 15). He can innately cast the following 5 feet of a dismissed 5-foot cube of darkness must make a DC
spells, requiring no material components: 13 Constitution saving throw, taking 10 (3d6) necrotic damage
on a failed save, or half as much as damage on a successful one.
At will: dancing lights
A creature can take this damage multiple times if each time it is
1/day each: darkness, faerie fire, levitate (self only)
struck from a different burst.
Shadow Step. While in dim light or darkness, the drow can teleport Legendary Actions
as a bonus action up to 60 feet to an unoccupied space it can see
that is also in dim light or darkness. It then has advantage on the The drow gains 3 legendary actions, choosing from the options
first melee attack it makes before the end of the turn. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The drow regains spent
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
legendary actions at the start of its turn.
on attack rolls, as well as on Wisdom (Perception) checks that rely
on sight. Move. The drow moves up to half its speed without provoking
Actions opportunity attacks.
Darkness. The drow casts darkness.
Attack (Costs 2 Actions). The drow attacks with its shadow sword
Multiattack. The drow makes two attacks with its shadow sword. If
or hand crossbow.
either attack hits and the target is within 10 feet of a 5-foot cube of
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Chapter 3. Bonus Sampler Stat Blocks
Chapter 3. Bonus Sampler Stat Blocks 219

