Monster
Drow Favored Consort
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15, 18
- Hit points
- 225 (30d8 + 90)
- Speed
- Walk 30 ft.
- Challenge rating
- 18
- Alignment
- Neutral Evil
- Strength
- 15
- Dexterity
- 20
- Constitution
- 16
- Intelligence
- 18
- Wisdom
- 15
- Charisma
- 18
- Passive Perception
- 18
- Saving Throws
- dex: +11; con: +9; cha: +10
- Skills
- acrobatics: +11; athletics: +8; perception: +8; stealth: +11
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
Traits
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.
War Magic
When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
Actions
Multiattack
The drow makes three scimitar attacks.
Scimitar
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.
Innate Spellcasting
The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
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:
Spell slots: 0: spells: mage hand, message, poison spray, shocking grasp, ray of frost; 1: slots: 4; spells: burning hands, mage armor, magic missile, shield; 2: slots: 3; spells: gust of wind, invisibility, misty step, shatter; 3: slots: 3; spells: counterspell, fireball, haste; 4: slots: 3; spells: dimension door, Otiluke's resilient sphere; 5: slots: 2; spells: cone of cold; 6: slots: 1; spells: chain lightning