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Elf, Drow: differenze tra le versioni

Da D&D Next.
Import Monsters_batch1: Elf, Drow
 
Reimport Monsters: Elf, Drow (formattato)
Riga 1: Riga 1:
## Elf, Drow
== Elf, Drow ==
 
''Medium humanoid (elf), neutral evil''
*Medium humanoid (elf), neutral evil*


'''Armor Class''' 15 (chain shirt)
'''Armor Class''' 15 (chain shirt)
Riga 9: Riga 8:
'''Speed''' 30 ft.
'''Speed''' 30 ft.


| STR     | DEX     | CON     | INT     | WIS     | CHA     |
{| class="wikitable"
|---------|---------|---------|---------|---------|---------|
! STR
| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) |
| DEX
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 10 (+0)
| 14 (+2)
| 10 (+0)
| 11 (+0)
| 11 (+0)
| 12 (+1)
|}


'''Skills''' Perception +2, Stealth +4
'''Skills''' Perception +2, Stealth +4
Riga 21: Riga 37:
'''Challenge''' 1/4 (50 XP)
'''Challenge''' 1/4 (50 XP)


*'''Fey Ancestry'''*. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
****'''Fey Ancestry'''**'''. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.


*'''Innate Spellcasting'''*. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components
'''**'''Innate Spellcasting'''**'''. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components


At will: *dancing lights*
At will: ''dancing lights''


1/day each: *darkness*, *faerie fire*
1/day each: ''darkness'', ''faerie fire''


*'''Sunlight Sensitivity'''*. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
'''**'''Sunlight Sensitivity'''**'''. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


###### Actions
###### Actions


*'''Shortsword'''*. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
'''**'''Shortsword'''**'''. ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6+2) piercing damage.
 
'''**'''Hand Crossbow'''****. ''Ranged Weapon Attack:'' +4 to hit, range 30/120 ft., one target. ''Hit:'' 5 (1d6+2) 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.


*'''Hand Crossbow'''*. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) 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.
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]

Versione delle 08:26, 3 lug 2026

Elf, Drow

Medium humanoid (elf), neutral evil

Armor Class 15 (chain shirt)

Hit Points 13 (3d8)

Speed 30 ft.

STR DEX CON INT WIS CHA --------- --------- --------- --------- --------- --------- 10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)

Skills Perception +2, Stealth +4

Senses darkvision 120 ft., passive Perception 12

Languages Elvish, Undercommon

Challenge 1/4 (50 XP)

        • Fey Ancestry**. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

**Innate Spellcasting**. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components

At will: dancing lights

1/day each: darkness, faerie fire

**Sunlight Sensitivity**. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

            1. Actions

**Shortsword**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

**Hand Crossbow****. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) 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.

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