THE SHARED REFERENCE Adventurer

Monster

Drow Commander

Outside your table’s allowed sources

Official reference · TftYP · 2014

Creature type
Humanoid
Size
Medium
Armor class
18 (studded leather, shield)
Hit points
110 (11d8 + 22)
Speed
Walk 30 ft.
Challenge rating
5
Alignment
Neutral Evil
Strength
13
Dexterity
18
Constitution
14
Intelligence
11
Wisdom
13
Charisma
12
Passive Perception
14
Saving Throws
dex: +7; con: +5; wis: +4
Skills
perception: +4; stealth: +10
Senses
darkvision 120 ft.
Languages
Elvish, Undercommon

Traits

Special Equipment

The drow carries three magical bolts, as follows:

  • A bolt of holding, which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target
  • A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target
  • A bolt of vapors, which casts stinking cloud centered on the point it hits

Each of these effects has a spell save DC of 15 and a duration of 1 minute.

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 (Perception) checks that rely on sight.

Actions

Multiattack

The drow makes two shortsword attacks.

Shortsword +2

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow +1

Ranged Weapon Attack: +8 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 wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Parry

The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Innate Spellcasting

The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

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