Page 129 - Monster Manual [11th Print]
P. 129
Medium humanoid (elf), neutral evil
CH TER RIF YIN G CRU ELT Y. THEY
"Su cH DEP RAVIT Y. Su GUE S All ELV EN KtND . Armor Class 1 8 (studded leather, shield)
ARE T HE v1LE pot s ON T HAT PLA - N ELAR AuT UM NW ELL , Hit Points 71 (lld8 + 22)
ELF CL ERI C OF Co RELLO N LARET H I A N Speed 30 ft.
STR DEX CON I N T WIS CHA
1 3 (+l) 18 (+4) 14 (+2) 1 1 (+O) 13 (+l) 12 (+l)
Medium humanoid (elf), neutral evil Saving Throws Dex +7, Con +S, Wis +4
Skills Perception +4, Stealth +10
Armor Class 1 5 (chain shirt) Senses darkvision 2 0 ft., passive Perception 4
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1
Hit Points 3 (3d8) Languages Elvish, Undercommon
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Speed 30 ft. Challenge 5 (l ,800 XP)
STR DEX CON INT WIS CHA
1 0 (+O) 14 (+2) 1 0 (+O) 1 1 (+O) 11 (+O) 12 (+l) Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep.
Skills Perception +2, Stealth +4 Innate Spel/casting. The drow's spellcasting ability is Charisma
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1
Senses darkvision 2 0 ft., passive Perception 2 (spell save DC 2 ). It can innately cast the following spells,
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Languages Elvish, Undercommon requiring no material components:
Challenge 1/4 (SO XP)
At will: dancing lights
l/day each: darkness.faerie fire, levitate (self only)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
Innate Spel/casting. The drow's spellcasting ability is Charisma (Perception) checks that rely on sight.
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(spell save DC 1 ) . It can innately cast the following spells,
T
requiring no material components: AC I O N S
At will: dancing lights Multiattack. The drow makes two shortsword attacks.
l/day each: darkness.faerie fire
Shortsword. Melee Weapon Attack: +7 to hit, reach S ft.,
d
Sunlight Sensitivity. While in sunlight, the r ow has one target. Hit: 7 (ld6 + 4) piercing damage plus 0 (3d6)
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disadvantage on attack rolls, as well as on Wisdom poison damage.
(Perception) checks that rely on sight.
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h
Hand Crossbow. Ranged Weapon Attack: +7 to i t, range 30 1 2 0
ACTIO N S ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the
target must succeed on a DC 13 Constitution saving throw or
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one be poisoned for l hour. If the saving throw fails by 5 or more,
target. Hit: 5 (ld6 + 2) piercing damage.
the target is also unconscious while poisoned n this way. The
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Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30 1 2 0 target wakes up if it takes damage or if another creature takes
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ft., one target. Hit: 5 (ld6 + 2) piercing damage, and the an action to shake it awake.
target must succeed on a DC 13 Constitution saving throw or R E A CTI O N S
be poisoned for l hour. If the saving throw fails by 5 or more,
the target is also unconscious while poisoned in this way. The Parry. The drow adds 3 to its AC against one melee attack that
• target wakes up if it takes damage or if another creature takes would hit it. To do so, the drow must see the attacker and be
an action to shake it awake. wielding a melee weapon.
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ELVES: DROW
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