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Elf, Drow

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Versione del 3 lug 2026 alle 08:21 di Admin (discussione | contributi) (Import Monsters_batch1: Elf, Drow)
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    1. 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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