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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)
ELF C LERI C. OF
CoRELLON LARETHIAN Speed 30ft.

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


10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
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 Spellcasting. The drew's spellcasting ability is Charisma
Senses darkvision 120ft., pass ive Perception 12 (s pell 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
be poisoned for 1 hour. If the saving throw fails by 5 or more, REACTIONS
the target is also unconsciou s while poisoned in this way. The Parry. The drow add s 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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