Monster
Drow House Captain
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (chain mail)
- Hit points
- 162 (25d8 + 50)
- Speed
- Walk 30 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 14
- Dexterity
- 19
- Constitution
- 15
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 13
- Passive Perception
- 16
- Saving Throws
- dex: +8; con: +6; wis: +6
- Skills
- perception: +6; stealth: +8
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
Traits
Battle Command
As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
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 three attacks: two with his scimitar and one with his whip or his hand crossbow.
Scimitar
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Whip
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) 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.
Reactions
The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
Innate Spellcasting
The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)