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
                                                                                              1
                                                                           1
            Hit Points  3   (3d8)                             Languages Elvish, Undercommon
                   1
            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
                         1
                                            1
            Senses darkvision  2 0 ft., passive Perception  2    (spell save DC  2 ). It can innately cast the following spells,
                                                                        1
            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.
                      1
            (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)
                                                                                                 1
            disadvantage on attack rolls, as well as on Wisdom   poison damage.
            (Perception) checks that rely on sight.
                                                                                                        /
                                                                                               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
                                                                                               i
            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
                                                      /
            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.
  '
           c:::::::=:::=====================:==========i
            ELVES:  DROW
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