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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6754167" data-attributes="member: 5834"><p><strong>Enemy Modifications: Common Drow Elf Warrior</strong></p><p></p><p>I modified the drow warriors to make them a bit more traditional. I've made them all use two-weapon fighting to some degree. Thanks for <strong>Frylock</strong> for his easy to customize stat blocks.</p><p></p><p><strong>ELF: DROW</strong> CR ¼ (50 xp)</p><p>Medium humanoid (elf), neutral evil </p><p>Armor Class 15 (chain shirt); Hit Points 13 (3d8); Speed 30’</p><p>STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 11 WIS 11 CHA 12 (+1)</p><p>Skills Perception +2, Stealth +4</p><p>Senses darkvision 120’, passive Perception 12</p><p>Languages Elvish, Undercommon</p><p>Fey Ancestry. The drow has advantage on saves against being charmed, and magic can’t put the drow to sleep.</p><p></p><p>Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls and Perception checks that rely on sight.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>ACTIONS: The drow can make one attack with a weapon and a bonus action attack with an offhand weapon.</p><p></p><p>(2) Shortsword. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage.</p><p></p><p>Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30’/120’, one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Con save or be poisoned for 1 hour.</p><p>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.</p><p>20: bolts.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6754167, member: 5834"] [b]Enemy Modifications: Common Drow Elf Warrior[/b] I modified the drow warriors to make them a bit more traditional. I've made them all use two-weapon fighting to some degree. Thanks for [b]Frylock[/b] for his easy to customize stat blocks. [b]ELF: DROW[/b] CR ¼ (50 xp) Medium humanoid (elf), neutral evil Armor Class 15 (chain shirt); Hit Points 13 (3d8); Speed 30’ STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 11 WIS 11 CHA 12 (+1) Skills Perception +2, Stealth +4 Senses darkvision 120’, passive Perception 12 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. ACTIONS: The drow can make one attack with a weapon and a bonus action attack with an offhand weapon. (2) Shortsword. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30’/120’, one target. Hit: 5 (1d6+2) 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. 20: bolts. [/QUOTE]
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