Medium humanoid, any alignment
- Armor Class
- 15
- Hit Points
- 240 (32d8 + 96)
- Speed
- 30 ft.
- Challenge
- 18 (20,000 XP)
- Saving Throws
- Cha +10, Con +9, Dex +11
- Skills
- Stealth +11, Athletics +8, Acrobatics +11, Perception +8
- Senses
- darkvision 120 ft., passive Perception 18
- Languages
- Elvish, Undercommon
Traits
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 27 (6d8) poison damage.
Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.
Reactions
When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow's next turn, which can cause the triggering attack roll to miss.
Spellcasting
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18):