Medium humanoid, neutral evil
- Armor Class
- 15, 18
- Hit Points
- 225 (30d8 + 90)
- 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.
When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
Actions
The drow makes three scimitar attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.
Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or 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 target regains consciousness if it takes damage or if another creature takes an action to shake it.
Spellcasting
The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: