Enemy Modifications: Elite Drow Warrior
ELF: DROW ELITE WARRIOR CR 5 (1,800 XP)
Medium humanoid (elf), neutral evil
Armor Class 18 (elven chain, defense fighting style); Hit Points 71 (11d8+22); Speed 30’
STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11WIS 13 (+1) CHA 12 (+1)
Saves Dex +7, Con +5, Wis +4
Skills Perception +4, Stealth +10 (advantage on hide checks, disadvantage on perception to spot due to piwafwi)
Senses darkvision 120’, passive Perception 14; Languages Elvish, Undercommon
Fey Ancestry. The drow has advantage on saves against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls and Perception checks that rely on sight.
Innate Spellcasting: Dancing Lights (at will). Action to cast, 120’, concentration up to 1 minute. The drow creates four torch-sized motes of light within range, or one in the form of a Medium humanoid. The lights shed 10’ of dim light. As a bonus action, the drow can move them up to 60’ to a spot within range.
Innate Spellcasting: Darkness (1/day). Action to cast, 60’, concentration up to 10 minutes. The drow spreads darkness in a 15’-radius sphere centered on a point within range, an unattended object in range, or an object the drow is holding. The darkness spreads around corners. The darkness dispels an area of light created by a spell of 2nd level or lower.
Innate Spellcasting: Faerie Fire (1/day). Action to cast, 60’, concentration up to 1 minute. Each object in a 20’ cube within range is outlined in light. A creature in the cube may make a DC 13 Dex save to avoid the effect. If outlined, attacks against the target have advantage, and the target can’t benefit from being invisible.
Innate Spellcasting: Levitate (1/day). Action to cast, self only, concentration up to 10 minutes. The drow rises 20’ and can change its altitude 20’ as movement. It can move horizontally by grabbing a nearby fixed object, essentially climbing.
Defensive Fighting: Drow elite warriors are trained to defend themselves when fighting. They have a +2 bonus to AC.
Piwafwi (Cloak of Elevenkind): Advantage on Dexterity (Stealth) checks when hiding. Opponents have disadvantage on Wisdom (Perception) checks to see them.
ACTIONS: Multiattack. The drow makes two shortsword attacks and can make two offhand attacks as a bonus action.
(2) +1 Shortswords. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 1d6+5 piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30’/120’, one target. Hit: 1d6+4 piercing damage, and the target must succeed on a DC 13 Con save or be poisoned for 1 hour.
If the save fails by 5 or more, the target is unconscious while poisoned. The target wakes up if it is damaged or if someone uses an action to awaken the target.
REACTIONS: Parry. The drow adds 3 to its AC against one melee attack that would hit it. The drow must see the attacker and be wielding a melee weapon
ELF: DROW ELITE WARRIOR CR 5 (1,800 XP)
Medium humanoid (elf), neutral evil
Armor Class 18 (elven chain, defense fighting style); Hit Points 71 (11d8+22); Speed 30’
STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11WIS 13 (+1) CHA 12 (+1)
Saves Dex +7, Con +5, Wis +4
Skills Perception +4, Stealth +10 (advantage on hide checks, disadvantage on perception to spot due to piwafwi)
Senses darkvision 120’, passive Perception 14; Languages Elvish, Undercommon
Fey Ancestry. The drow has advantage on saves against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls and Perception checks that rely on sight.
Innate Spellcasting: Dancing Lights (at will). Action to cast, 120’, concentration up to 1 minute. The drow creates four torch-sized motes of light within range, or one in the form of a Medium humanoid. The lights shed 10’ of dim light. As a bonus action, the drow can move them up to 60’ to a spot within range.
Innate Spellcasting: Darkness (1/day). Action to cast, 60’, concentration up to 10 minutes. The drow spreads darkness in a 15’-radius sphere centered on a point within range, an unattended object in range, or an object the drow is holding. The darkness spreads around corners. The darkness dispels an area of light created by a spell of 2nd level or lower.
Innate Spellcasting: Faerie Fire (1/day). Action to cast, 60’, concentration up to 1 minute. Each object in a 20’ cube within range is outlined in light. A creature in the cube may make a DC 13 Dex save to avoid the effect. If outlined, attacks against the target have advantage, and the target can’t benefit from being invisible.
Innate Spellcasting: Levitate (1/day). Action to cast, self only, concentration up to 10 minutes. The drow rises 20’ and can change its altitude 20’ as movement. It can move horizontally by grabbing a nearby fixed object, essentially climbing.
Defensive Fighting: Drow elite warriors are trained to defend themselves when fighting. They have a +2 bonus to AC.
Piwafwi (Cloak of Elevenkind): Advantage on Dexterity (Stealth) checks when hiding. Opponents have disadvantage on Wisdom (Perception) checks to see them.
ACTIONS: Multiattack. The drow makes two shortsword attacks and can make two offhand attacks as a bonus action.
(2) +1 Shortswords. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 1d6+5 piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30’/120’, one target. Hit: 1d6+4 piercing damage, and the target must succeed on a DC 13 Con save or be poisoned for 1 hour.
If the save fails by 5 or more, the target is unconscious while poisoned. The target wakes up if it is damaged or if someone uses an action to awaken the target.
REACTIONS: Parry. The drow adds 3 to its AC against one melee attack that would hit it. The drow must see the attacker and be wielding a melee weapon