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Medium humanoid (elf),  neutral evil
                                 c.H  TERRIF'<ING  C.RUELT'<. THE" ..
                  ''Suc.H  OEPRAVIT'<. Su   '·UES  ALL  ELVENKINO.   Armor Class 18 {studded leather, shield)
                              SON THAT  PLAu
                  ARE  THE VILE  POl   - NELAR 'AuTUMNWELL ,    Hit Points 71  (lld8 + 22)
                                        CoRELLON  LARETHIAN     Speed 30ft.
                             ELF  C LERI C.  OF
                                                                  STR    DEX    CON     INT    WIS     CHA
                                                                 13 (+1)   18  (+4)   14 (+2)   11  (+0)   13  (+1)   12 (+1)

              Medium humanoid (elf), neutral evil               Saving Throws Dex +7,  Con +5, Wis +4
                                                                Skills Perception +4, Stealth +10
              Armor Class 15 {chain shirt)                      Senses darkvision 120ft., passive Perception 14
              Hit Points 13  (3d8)                              Languages Elvish, Undercommon
              Speed 30ft.                                       Challenge 5 (1 ,800 XP)
                STR    DEX    CON     INT    WIS     CHA
                                                                Fey Ancestry. The drow has advantage on saving throws against
               10 (+0)   14 (+2)   10 (+0)   11  (+0)   11  (+0)   12 (+1)
                                                                being charmed, and magic can't put the drow to sleep.
              Skills Perception +2, Stealth +4                  Innate Spellcasting. The drew's spellcasting ability is Charisma
              Senses darkvision 120ft., passive  Perception 12
                                                                (spell save DC  12). It can innately cast the following spells,
              Languages Elvish, Undercommon
                                                                requiring no material components:
              Challenge 1/4 (50 XP)
                                                                At will: dancing lights
                                                                1fday 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 Spellcasting. The drew's spellcasting ability is Charisma   (Perception) checks that rely on sight.
              (spell save DC 11).  It can innately cast the following spells,
              requiring no material components:                 ACTIONS
              At will: dancing lights                           Multiattack. The drow makes two shortsword attacks.
              1fday each: darkness,faerie fire
                                                                Shortsword.  Melee Weapon Attack: +7 to hit,  reach 10ft.,
              Sunlight Sensitivity. While in  sunlight, the drow has   one target. Hit: 7 (ld6 + 4)  piercing damage plus 10 (3d6)
              disadvantage on attack rolls, as well as on Wisdom   poison damage.
              (Perception) checks that rely on sight.
                                                                Hand Crossbow. Ranged Weapon Attack: +7 to hit,  range 30/120
                                                               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 1 hour. If the saving throw fails by 5 or more,
              target. Hit:  5 (ld6 + 2)  piercing damage.
                                                               the target is also unconscious while poisoned in this way. The
              Hand Crossbow.  Ranged Weapon Attack: +4 to hit, range 30/120   target wakes up if it takes damage or if another creature takes
              ft., one target. Hit:  5 (1 d6 + 2)  piercing damage, and the   an action to shake it awake.
              target must succeed on a  DC 13 Constitutio.n saving throw or
                                                                REACTIONS
              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   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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