Medium humanoid, chaotic evil
- Armor Class
- 16
- Hit Points
- 99 (18d8 + 18)
- Speed
- fly 15 ft. (hover), 30 ft., canHover true ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Cha +6, Con +4, Wis +7
- Skills
- Insight +7, Stealth +5, Religion +4, Perception +7
- Senses
- Darkvision 120 ft., passive Perception 17
- Languages
- Abyssal, Common, Elvish, Undercommon
Traits
The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can't put the drow to sleep.
While in sunlight, the drow has Disadvantage on attack rolls.
Actions
The drow makes three Scourge attacks.
Melee Attack Roll: +5, reach 10 ft. Hit: 6 (1d6 + 3) Piercing damage plus 17 (5d6) Poison damage.
con DC 15, each enemy in a 20-foot Emanation originating from the drow. 33 (6d10) Piercing damage, and the target has the Restrained condition until the start of the drow's next turn. Half damage only.
Spellcasting
The drow casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:
The drow casts Cure Wounds, Darkness, Dispel Magic, or Lesser Restoration, using the same spellcasting ability as Spellcasting.