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The Drow

Genetic Ancestor(s)
Genetic Descendants
Origin/Ancestry
Fey/Humanoid (Elven)

Articles under The Drow


DROW CR: 1/4 (50XP)

Medium humanoid (elf), neutral evil
Armor Class: 15 (Chain Shirt)
Hit Points: 13 (3D8)
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

11 +0

WIS

11 +0

CHA

12 +1

Skills: PERCEPTION +2 & STEALTH +4.
Senses: Darkvision 120ft, Passive Perfection 12
Languages: Drow,Talosi,Undercommon,Orcish & Goblin.
Challenge Rating: 1/4 (50XP)

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:
  • DARKNESS
  • FAERIE FIRE


FEY ANCESTRY:

  THE DROW HAS ADVANTAGE ON SAVING THROWS AGAINST BEING CHARMED, AND MAGIC CAN’T PUT THE DROW TO SLEEP.    

SUNLIGHT SENSITIVITY:

  WHILE IN SUNLIGHT, THE DROW HAS DISADVANTAGE ON ATTACK ROLLS AS WELL AS ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT.  

Actions

SHORTSWORD:

  MELEE WEAPON ATTACK: +4 TO HIT, REACH 5FT, 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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