Monster
Drow Noble
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15 (breastplate)
- Hit points
- 9 (2d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/8
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 12
- Constitution
- 11
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 12
- Skills
- deception: +5; insight: +4; persuasion: +5; perception: +4
- Senses
- darkvision 120 ft.
- Languages
- any two languages, Elvish, Undercommon
Traits
Fey Ancestry
The drow noble has advantage on saving throws against being charmed, and magic can't put the drow noble to sleep.
Sunlight Sensitivity
While in sunlight, the drow noble has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Rapier
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Innate Spellcasting
The drow noble's innate spellcasting ability is Charisma (spell save DC 13). The drow noble can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)