Drow Monster D&D 5E (5th Edition)

Traits

Fey Ancestry: As per this the drow has an advantage on saving throws against being charmed, and even magic can not put the drow to sleep.

Innate Spellcasting: Actually, the drow’s spellcasting ability is charisma (spell save DC 11). Of course it can able to innately cast the following spells and even without requiring any types of material components:

At Will: Dancing Lights

1/day each: Darkness, Faerie fire

Sunlight Sensitivity: At the time of in sunlight, the drow has disadvantage on the attack rolls, also as well as on wisdom (Perception) checks that rely on sight.

Actions:

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, of course the target must be succeeded on DC13 constitution saving throw or else be poisoned for an hour. Suppose, if the saving throw would be failed by 5 or more, perhaps the target is also unconscious whenever it poisoned in this way. Actually, the target would wake up if it will take the damage or else if any another creature would take an action to shake it awake.

Attributes Of Drow Monster

AC
15 (Chain Shirt)
Alignment
Neutral Evil
CHA 12
CON 10
Challenge Rating
1/4
DEX 14
HP
13 (3d8)
INT 11
Languages
Elvish, Undercommon
Passive Perception
12
Roll 0
Shortsword 1d20 + 4 1d6+2
Roll 1
Hand Crossbow 1d20 + 4 1d6+2
STR
10
Senses
Darkvision 120 Ft.
Size
Medium
Skills
Perception +2, Stealth +4
Speed
30 ft.
Spell Book
Dancing Lights, Darkness, Faerie Fire
Type
humanoid (elf)
WIS
11

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