Elves: Drow
Drow
Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.
Armor Class | 15 {chain shirt) | ||
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Hit Points | 3d8 | ||
Speed | 30ft. | ||
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 11 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Perception d20+2 | Stealth d20+4 | |
Senses | Darkvision 120ft. | Passive Perception 12 | |
Languages | Elvish | Undercommon | |
Challenge | 1/4 (50 XP) | ||
Special 1 | Fey Ancestry | The drow has an advantage on saving throws against | being charmed, and magic can't put the drow to sleep. |
Special 2 | Innate Spellcasting | The drow's spellcasting ability | is Charisma (spell save DC 11). |
It can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Dancing lights | |
Spells 2 | 1/day each | Darkness | Faerie fire |
Special 3 | Sunlight Sensitivity | While in sunlight, the drow has a disadvantage | on attack rolls, as well as on Wisdom |
(Perception) checks that rely on sight | |||
Action 1 | Shortsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage | ||
Action 2 | Hand Crossbow | Ranged Weapon Attack | d20+4 to hit |
Range 30/120 ft., one target | Hit 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 |
Drow Elite Warrior
Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They frequently raid surface settlements under cover of night, returning to the Underdark with prisoners and spoils in tow before dawn. Elite warriors can be male or female.
Armor Class | 18 {studded leather, shield) | ||
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Hit Points | 11d8+22 | ||
Speed | 30ft. | ||
Strength | 13 (+1) | ||
Dexterity | 18 (+4) | ||
Constitution | 14 (+2) | ||
Intelligence | 14 (+2) | ||
Wisdom | 13 (+1) | ||
Charisma | 12 (+1) | ||
Saving Throws | Dexterity d20+7 | Constitution d20+5 | Wisdom d20+4 |
Skills | Perception d20+4 | Stealth d20+10 | |
Senses | Darkvision 120ft. | Passive Perception 14 | |
Languages | Elvish | Undercommon | |
Challenge | 5 (1,800 XP) | ||
Special 1 | Fey Ancestry | The drow has an advantage on saving throws against being charmed, | and magic can't put the drow to sleep |
Special 2 | Innate Spellcasting | The drow's spellcasting ability is Charisma (spell save DC 12). | It can innately cast the following spells, |
requiring no material components: | |||
Spells 1 | At will | Dancing lights | |
Spells 2 | 1/day each | Darkness | Faerie fire |
Levitate (self only) | |||
Special 3 | Sunlight Sensitivity | While in sunlight, the drow has a | disadvantage on attack rolls, |
as well as on Wisdom (Perception) | checks that rely on sight. | ||
Action 1 | Multiattack | The drow makes two shortsword attacks | |
Action 2 | Shortsword | Melee Weapon Attack | d20+7 to hit |
Reach 10ft., one target | Hit 1d6+4 piercing damage | plus 3d6 poison damage | |
Action 3 | Hand Crossbow | Ranged Weapon Attack | d20+7 to hit |
Range 30/120 ft., one target | Hit 1d6+4 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 |
Reaction | Parry | The drow adds 3 to its AC against one melee attack that would hit it. | To do so, the drow must see the attacker |
and be wielding a melee weapon |
Drow Mage
Privileged drow males who lack the strength and fighting prowess to train as warriors have no recourse but to pursue the study of magic. For them, it is a matter of survival. Female drow with a natural affinity for the arcane arts may also become drow mages, although they are much less common.
Armor Class | 12 (15 with mage armor) | ||
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Hit Points | 10d8 | ||
Speed | 30ft. | ||
Strength | 9 (-1) | ||
Dexterity | 14 (+2) | ||
Constitution | 10 (+0) | ||
Intelligence | 17 (+3) | ||
Wisdom | 13 (+1) | ||
Charisma | 12 (+1) | ||
Skills | Arcana d20+6 | Deception d20+5 | Perception d20+4 |
Stealth d20+5 | |||
Senses | Darkvision 120ft. | Passive Perception 14 | |
Languages | Elvish | Undercommon | |
Challenge | 7 (2,900 XP) | ||
Special 1 | Fey Ancestry | The drow has an advantage on saving throws | against being charmed, and magic can't |
put the drow to sleep | |||
Special 2 | Innate Spellcasting | The drew's innate spellcasting ability | is Charisma (spell save DC 12). |
It can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Dancing lights | |
Spells 2 | 1/day each | Darkness | Faerie fire |
Levitate (self only) | |||
Special 3 | Spellcasting | The drow is a 10th-level spellcaster. | Its spellcasting ability is Intelligence |
(spell save DC 14, d20+6 to hit with spell attacks). | The drow has the following wizard spells prepared: | ||
Spells 3 | Cantrips (at will) | Mage hand | Minor illusion |
Poison spray | Ray of frost | ||
Spells 4 | 1st level (4 slots) | Mage armor | Magic missile |
Shield | Witch bolt | ||
Spells 5 | 2nd level (3 slots) | Alter self | Misty step |
Web | |||
Spells 6 | 3rd level (3 slots) | Fly | Lightning bolt |
Spells 7 | 4th level (3 slots) | Evard's black tentacles | Greater invisibility |
Spells 8 | 5th level (2 slots) | Cloudkill | |
Special 4 | Sunlight Sensitivity | While in sunlight, the drow has a | disadvantage on attack rolls, |
as well as on Wisdom (Perception) | checks that rely on sight | ||
Action 1 | Staff | Melee Weapon Attack | d20+2 to hit |
Reach 5 ft., one target | Hit 1d6-1 bludgeoning damage, | or 1d8-1 bludgeoning damage | if used with two hands, |
plus 1d6 poison damage | |||
Action 2 | Summon Demon (1/Day) | The drow magically summons a quasit or attempts to summon | a shadow demon with a 50 percent chance of success. |
The summoned demon appears in an unoccupied space | within 60 feet of its summoner, | acts as an ally of its summoner, | and can't summon other demons. |
It remains for 10 minutes until it or its summoner dies, | or until its summoner dismisses it as an action |
Drow Priestess of Lolth
Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth. The Spider Queen doesn't allow male drow to hold such positions. Such priestesses execute the will 0f the Spider Queen, and as a result, they wield tremendous power and influence in drow society. The matron mothers who rule the drow houses are the most powerful of Lolth's priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families.
Armor Class | 16 (scale mail) | ||
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Hit Points | 13d8+13 | ||
Speed | 30ft. | ||
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 13 (+1) | ||
Wisdom | 17 (+3) | ||
Charisma | 18 (+4) | ||
Saving Throws | Constitution d20+4 | Wisdom d20+6 | Charisma d20+7 |
Skills | Insight d20+6 | Perception d20+6 | Religion d20+4 |
Stealth d20+5 | |||
Senses | Darkvision 120ft. | Passive Perception 16 | |
Languages | Elvish | Undercommon | |
Challenge | 8 (3,900 XP) | ||
Special 1 | Fey Ancestry | The drow has an advantage on saving throws | against being charmed, and magic |
can't put the drow to sleep | |||
Special 2 | Innate Spellcasting | The drow's innate spellcasting ability is | Charisma (spell save DC 15). |
She can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Dancing lights | |
Spells 2 | 1/day each | Darkness | Faerie fire |
Levitate (self only) | |||
Special 3 | Spellcasting | The drow is a 10th-level spellcaster. | Her spellcasting ability is Wisdom |
(save DC 14, d20+6 to hit with spell attacks). | The drow has the following cleric spells prepared: | ||
Spells 3 | Cantrips (at will) | Guidance | Poison spray |
Resistance | Spare the dying | Thaumaturgy | |
Spells 4 | 1st level (4 slots) | Anima friendship | Cure wounds |
Detect poison | Disease | Ray of sickness | |
Spells 5 | 2nd level (3 slots) | Lesser restoration | Protection from poison |
Web | |||
Spells 6 | 3rd level (3 slots) | Conjure animals (2 giant spiders) | Dispel magic |
Spells 7 | 4th level (3 slots) | Divination | Freedom of movement |
Spells 8 | 5th level (2 slots) | Insect plague | Mass cure wounds |
Special 4 | Sunlight Sensitivity | While in sunlight, the drow has a disadvantage | on attack rolls, as well as on Wisdom |
(Perception) checks that rely on sight | |||
Action 1 | Multiattack | The drow makes two scourge attacks | |
Action 2 | Scourge | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage | plus 5d6 poison damage | |
Action 3 | Summon Demon (1/Day) | The drow attempts to magically summon a Yochlol | with a 30 percent chance of success. |
If the attempt fails, the drow takes | 1d10 psychic damage. | Otherwise, the summoned demon appears in | an unoccupied space within |
60 feet of its summoner, | acts as an ally of its summoner, | and can't summon other demons. | It remains for 10 minutes until it |
or its summoner dies, or until | its summoner dismisses it as an action |
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