all about drow - drow campaign: menzoberranzan …€¦ · web viewcharger, mobile charger if the...

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All about Drow New Backgrounds: Student of the Academy: Arach-Tinilith Skills: Insight or Deception, Religion Student of the Academy: Sorcere Skills: Deception or History, Arcana Student of the Academy: Melee-Magthere Skills: Intimidation or Athletics, Stealth Drow Spell Glyphs and Traps Drow are very creative with their glyph of warding spells, able to create very complex and dangerous combinations of glyphs in the defence of their homes. Below is the generic spell for ease of reference. Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding. House Perimeter Defence 1 Location Outer wall perimeter Trigger Flying over the wall within 150 feet of the glyph Effect 10d6 Fireball Spell centered on triggering creature The basic defence of a house perimeter comes in the shape of Fireball Glyphs to deter flying attackers. Often these spells are cast by mages with the elemental adept feat, meaning that any 1’s rolled on the damage dice are treated as 2’s, and the fireball ignores fire resistance, and are usually cast with higher level slots, typically 5 th . If the house has an evoker, these spells also inflict an extra +4 or +5 damage, making it a truly formidable defence. House Perimeter Defence 2 Location Outer wall perimeter Trigger Climbing over the wall within 10 feet of the glyph Effect 5d8 Explosive runes (fire or electricity) centered on the glyph. For creatures attempting to climb over a defensive perimeter. Often these spells are cast by mages with the elemental adept feat, meaning that any 1’s rolled on the damage dice are treated as 2’s, and the explosion ignores fire or lightning resistance, and are usually cast with higher level slots, typically 5 th . If the house has an evoker, these spells also inflict an extra +4 or +5 damage, making it a truly formidable defence. The drow have perfected this version of the spell in such a way that only half the material components are needed (100gp of powdered diamond). Corridor Defence

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Page 1: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

All about Drow

New Backgrounds:

Student of the Academy: Arach-TinilithSkills: Insight or Deception, ReligionStudent of the Academy: SorcereSkills: Deception or History, ArcanaStudent of the Academy: Melee-MagthereSkills: Intimidation or Athletics, Stealth

Drow Spell Glyphs and TrapsDrow are very creative with their glyph of warding spells, able to create very complex and dangerous combinations of glyphs in the defence of their homes. Below is the generic spell for ease of reference.

Glyph of Warding3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

House Perimeter Defence 1 Location Outer wall perimeterTrigger Flying over the wall within 150 feet of the glyphEffect 10d6 Fireball Spell centered on triggering creatureThe basic defence of a house perimeter comes in the shape of Fireball Glyphs to deter flying attackers. Often these spells are cast by mages with the elemental adept feat, meaning that any 1’s rolled on the damage dice are treated as 2’s, and the fireball ignores fire resistance, and are usually cast with higher level slots, typically 5 th. If the house has an evoker, these spells also inflict an extra +4 or +5 damage, making it a truly formidable defence.

House Perimeter Defence 2 Location Outer wall perimeterTrigger Climbing over the wall within 10 feet of the glyphEffect 5d8 Explosive runes (fire or electricity) centered on the glyph.For creatures attempting to climb over a defensive perimeter. Often these spells are cast by mages with the elemental adept feat, meaning that any 1’s rolled on the damage dice are treated as 2’s, and the explosion ignores fire or lightning resistance, and are usually cast with higher level slots, typically 5th. If the house has an evoker, these spells also inflict an extra +4 or +5 damage, making it a truly formidable defence. The drow have perfected this version of the spell in such a way that only half the material components are needed (100gp of powdered diamond).

Corridor DefenceLocation CorridorsTrigger A creature reaching half-way into a corridor who is not wearing a drow house insignia and who is within 100 feet of the glyphEffect 10d6 Lightning bolt in a 100ft line from the glyph down the hallwayLightning bolt spells are more suited for defence of long corridors. Often these spells are cast by mages with the elemental adept feat, meaning that any 1’s rolled on the damage dice are treated as 2’s, and the fireball ignores lightning resistance, and are usually cast with higher level slots, typically 5th. If the house has an evoker, these spells also inflict an extra +4 or +5 damage, making it a truly formidable defence.

Door and Window WardsLocation Any door or window of importanceTrigger Touching any part of the door or window without saying the passwordEffect 5d8 Explosive runes (fire or electricity) centered on the glyph.For creatures attempting to enter secure rooms or locales. Often these spells are cast by mages with the elemental adept feat, meaning that any 1’s rolled on the damage dice are treated as 2’s, and the explosion ignores fire or lightning resistance, and are usually cast with higher level slots, typically 5th. If the house has an evoker, these spells also inflict an extra +4 or +5 damage, making it a truly formidable defence. The drow have perfected this version of the spell in such a way that only half the material components are needed (100gp of powdered diamond).

Page 2: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

Conjuring GlyphsImportant areas that don’t see much traffic may be warded with multiple conjure glyphs to provide a sudden, overwhelming threat to any invader. Often these areas are also trapped with poison gas traps or cloudkill glyphs, to which most of the below conjured creatures are immune to.

Elemental ConjuringLocation AnyTrigger Varies; typically being within a certain range of the glyph. If the room is trapped by poison gas trap, trigger is the triggering of the trap itself.Effect Conjure elemental, 5th -7th level

Demonic Conjuring, lesserLocation Any area of dim light or darknessTrigger Varies; typically being within a certain range of the glyph. If the room is trapped by poison gas trap, trigger is the triggering of the trap itself.Effect Conjure shadow demon (4th lvl)

Demonic ConjuringLocation AnyTrigger Varies; typically being within a certain range of the glyph. If the room is trapped by poison gas trap, trigger is the triggering of the trap itself.Effect Conjure Vrock (5th lvl)

Demonic Conjuring, GreaterLocation AnyTrigger Varies; typically being within a certain range of the glyph. If the room is trapped by poison gas trap, trigger is the triggering of the trap itself.Effect Conjure Hezrou (7th lvl)

Mundane Traps

Poison Gas TrapThe trap is a room, 60-foot square with 5-foot-wide stone doors in the middle of each wall. In each corner of the room stands a 10-foot-tall statue of a great spider, in a ready to strike pose.Trigger. This trap activates when creatures step on concealed pressure plates in the middle of the room (passive perception DC 16, disadvantage if you’re not front rank).Initiative. The trap acts on initiative 20 and 15 (but see the dynamic element below). Active Elements. The Poisoned Tempest fills the room with poison and other deadly effects. Locked Doors (Initiative 20). The four doors to this room slam shut and are locked in place by magic. This effect activates once, the first time the trap activates. Poison Gas (Initiative 15). Poison gas floods the room. Each creature inside must make a DC 16 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. Dynamic Element: Continuous poison. Every round on initiative 15, more poison gas keeps flooding the room, as per poison gas, until 3 more rounds have passed and the poison reservoirs are depleted.

Countermeasures. There are a few ways that the trap can be overcome.Open the Doors. Opening the doors is the quickest way to escape the trap, but they are warded with magic. To open the doors, the characters must first make a DC 16 Wisdom (Perception) check to find the locking mechanism. A DC 16 Intelligence (Arcana) check disables the sphere of force that surrounds the lock (dispel magic is ineffective against it). Then, a DC 16 Dexterity check made with thieves’ tools picks the lock. Finally, a DC 16 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth. Destroying the statue is a bad idea, for it leaves the gas vents open. A DC 16 Strength check or an attack that deals more than 20 damage to a statue cracks it and increases the Poison Gas damage by 5 (1d10). A successful DC 16Dexterity check with thieves’ tools, or a DC 13 Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 (1d10). Once a character succeeds at the check, someone must remain next to the statue to keep it blocked up. Once all four statues are blocked in this manner, the trap deactivates.

Common Drow Feats

BLADE MASTERY You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

You gain a +1 bonus to attack rolls you make with the weapon.On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your ac until the start of

your next turn or until you’re not holding the weapon.When you make an opportunity attack with the weapon, you have advantage on the attack roll.

DROW HIGH MAGICPrerequisite: Elf (drow)You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

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Drow WarriorsDrow Warriors from MM (slightly amended)

DROW WARRIOR, COMMON DEF=1/4 OFF=1/2 CR=1/4Medium humanoid (elf), neutral evilArmor Class 16 (chain shirt, blade mastery)HitPoints 18 (3d8)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 10(+0), INT 11 (+0), WIS 11 (+0), CHA 12 (+1) Skills Perception +2, Stealth +4Senses darkvision 120ft, passive Perception 12Languages Elvish, UndercommonChallenge 1/4 (50 XP)Equipment chain shirt and a shortswordFeat. Blade masteryFey 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 lights1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSShortsword Melee Weapon Attack: +5 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.

DROW VETERAN DEF=2 OFF=2.5Medium humanoid (elf), neutral evil Armor Class 18 (chain shirt, blade mastery, dual wielder) Hit Points 60 (8d8+16) Speed 30 ft. STR 14 (+2), DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Skills Perception +3, Stealth +5, Intimidate +2, Survival +3Senses darkvision 120 ft., passive Perception 12 Languages Elvish, Undercommon Challenge 2 (450 XP)Equipment chain shirt and a shortswordFeat. Blade mastery, dual wielderFey 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. ACTIONSMultiattack. The veteran makes a rapier attack. If it has a shortsword drawn, it can also make a second shortsword attack as a bonus action.Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10+3) 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 (OFFICER) DEF=4.5 OFF=6 Medium humanoid (elf), neutral evilArmor Class 18 (studded leather, blade mastery, dual wielder)Hit Points 80 (11d8+22)Speed 30ft.STR 13 (+1), DEX 18(+4), CON 14(+2), INT 11(+0), WIS 13 (+1), CHA 12(+1)Saving Throws Dex +7, Con +5, Wis +4, Skills Perception +4, Stealth +10, Intimidate +4, Survival +4Senses darkvision 120ft., passive Perception 14Languages Elvish, UndercommonChallenge 5 (1,800 XP)Feat. Blade mastery, dual wielderFey 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 12). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire , levitate (self only)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSThe drow makes a Rapier attack. If it has a shortsword drawn, it can also make a shortsword attack. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage and 7 (2d6) poison damage.Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (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.REACTIONSParry. 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 SCOUT DEF=1/4 Off=3Medium humanoid (drow), any alignmentArmor Class 15 (studded leather armour)Hit Points 21 (3d8+3)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 12(+1), INT 10(+0), WIS 12(+1), CHA 10(+0)Skills Nature +4, Perception +5, Stealth +7, Survival +5Senses passive Perception 15Languages Elvish, Undercommon Challenge 1 (200 XP)Feat: Crossbow Expert

You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged

attack rolls. When you use the Attack action and attack with a one handed weapon, you can use a

bonus action to attack with a loaded hand crossbow you are holding.Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.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 lights1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack.The scout makes two melee attacks, one melee attack and one ranged attack, or two ranged attacks.Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.Light Crossbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 7 (1d8+3) 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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Drow Warriors with Character LevelsDROW VETERAN CROSSBOW SPECIALIST Def=2 Off=4.5 5th lvl FighterMedium humanoid (elf), neutral evilArmor Class 17 (breastplate)Hit Points 56 (3d8+5d10+8)Speed 30ftSTR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 11 (+0), CHA 12 (+1) Saving Throws Str +3, Con +4Skills Perception +3, Stealth +6, Acrobatics +6, Intimidation +4, Survival +3Senses darkvision 120ft, passive Perception 13Languages Elvish, UndercommonChallenge 3 (700 XP)Equipment breastplate and rapierFeats. sharpshooter, crossbow expert

You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your

ranged attack rolls. When you use the Attack action and attack with a one handed weapon, you

can use a bonus action to attack with a loaded hand crossbow you are holding. Attacking at long range doesn't impose disadvantage on your ranged weapon

attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with,

you can choose to take a – 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.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 lights1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fighting style: Archery, +2 to hitACTIONSMultiattack: The drow can make two rapier attacks or two crossbow attacks, or one of each. As a bonus action, the drow can make an attack with the crossbow as well.Rapier. Melee Weapon Attacks: 2 main attacks: +6 to hit, crit 19-20, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) 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 VETERAN, POLEARM MASTER DEF=2 OFF=4 5th lvl Fighter Battle master ArchetypeMedium humanoid (elf), neutral evilArmor Class 17 (breastplate, defensive fighting style)Hit Points 56 (3d8+5d10+8)Speed 30ft.STR 16 (+3), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 11 (+0) Saving Throws Str +7, Con +4Skills Perception +3, Stealth +6, Acrobatics +6, Intimidation +4, Survival +3Senses darkvision 120ft, passive Perception 12Languages Elvish, Undercommon, Drow Sign languageChallenge 3 (700 XP)Equipment breastplate and HalberdFeats/Stat advances: Polearm mastery

While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.Fighting style: defenceFey 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 lights1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Manoeuvres. DC 15, Superiority dice: 4d8/short rest.Dísarmíng Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding, You add the superiority die to the attack's damage roll, and the target must make a DC 15 Strength saving throw, On a failed save, it drops the object you choose, The object lands at its feet.Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by 1d8+2.Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.ACTIONSMultiattack: The drow can make two halberd attacks plus a secondary halberd attack as a bonus action with the other end of the weapon.Halberd Primary: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage Halberd bonus attack: +6 to hit, reach 10ft, one target: 5 (1d4+3) bludgeoning damageHand Crossbow. Ranged Weapon Attack: +5 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.

DROW VETERAN, LIZARD RIDER DEF=2.5 OFF=4 CR=4 5th lvl Fighter Champion ArchetypeMedium humanoid (elf), neutral evilArmor Class 18 (breastplate, shield)Hit Points 56 (3d8+5d10+8)Speed 30ft.STR 16 (+3), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 11 (+0) Saving Throws Str +7, Con +4Skills Perception +3, Stealth +6, Acrobatics +6, Intimidation +4, Survival +3Senses darkvision 120ft, passive Perception 12Languages Elvish, Undercommon, Drow Sign languageChallenge 3 (700 XP)Equipment breastplate, lance, shield, longsword, hand crossbowFeats/Stat advances: Mounted combatant• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.• You can force an attack targeted at your mount to target you instead.• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Fighting style: duelistFey 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 lights1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Multiattack: The drow can make two melee attacks or ranged attacks.Lance +6 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) piercing damage, and score a critical hit on a roll of 19 or 20.Longsword: +6 to hit, reach 5ft, one target: 9 (1d8+5) slashing damage and and score a critical hit on a roll of 19 or 20.Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and score a critical hit on a roll of 19 or 20, 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.

Page 5: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

Drow RoguesDROW RUFFIANS Rogue 3 DEF=1 OFF=4 CR=2Medium humanoid (elf), neutral evilArmor Class 18 (studded leather, blade mastery, dual wielder)HitPoints 39 (6d8+6)Speed 30ft.STR 10 (+0), DEX 18 (+4), CON 12(+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2) Saving Throws Dex +5, Con +3, Int +3Skills Perception +5, Stealth +5, Persuasion +6, Insight +5, Deception +4Senses darkvision 120ft, passive Perception 15Languages Elvish, UndercommonChallenge 2 (450 XP)Equipment studded leather and a shortswordFancy Footwork. During the drow’s turn, if the drow makes a melee attack against a creature, that creature can’t make opportunity attacks against the drow for the rest of the drow’s turn.Feat. Blade mastery, dual wielderFey 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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights; 1/day each: darkness, faerie fireRakish Audacity. The drow adds its Charisma bonus to its initiative.Sneak Attack. 2d6. The Drow does not need advantage on the attack roll if the drow is within 5 feet of the target, no other creature is within 5 feet of the drow, and the drow doesn’t have disadvantage on the roll.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack. The drow makes a rapier attack. If it has a shortsword drawn, it can also make a shortsword attack as a bonus action.Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, plus 7 (2d6) damage once per turn as per sneak attack.Shortsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, plus 7 (2d6) damage once per turn as per sneak attack.Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (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.

DROW MERCHANT, Rogue 1 DEF=1/2 OFF=2.5 CR=1/2Medium humanoid (elf), neutral evilArmor Class 16 (studded leather, blade mastery)HitPoints 27 (4d8+4)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 12(+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2) Saving Throws Dex +5, Con +3, Int +3Skills Perception +5, Stealth +5, Persuasion +6, Insight +5, Deception +4Senses darkvision 120ft, passive Perception 15Languages Elvish, UndercommonChallenge 1 (200 XP)Equipment studded leather and a shortswordFeat. Blade masteryFey 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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights; 1/day each: darkness, faerie fireSneak Attack. 1d6Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSShortsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, plus 3 (1d6) damage once per turn as per sneak attack.Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) 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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DREAD FANG OF LLOTH 1 DEF=3 OFF=7 CR=5Medium humanoid (elf), neutral evilArmor Class 18 (studded leather, defensive style)HitPoints 63 (10d8+10)Speed 30ft.STR 10 (+0), DEX 20 (+5), CON 12(+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2) Saving Throws Dex +5, Con +3, Int +3Skills Perception +9, Stealth +13, Persuasion +9, Deception +10Senses darkvision 120ft, passive Perception 19Languages Elvish, UndercommonChallenge 5 (1,800 XP)Feats/Stat advances: crossbow expert

You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your

ranged attack rolls. When you use the Attack action and attack with a one handed weapon, you can

use a bonus action to attack with a loaded hand crossbow you are holding.Assassinate. During its first turn, the dread fang has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the dread fang scores against a surprised creature is a critical hit.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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights; 1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Sneak Attack (1/Turn). The dread fang deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dread fang that isn't incapacitated and the dread fang doesn't have disadvantage on the attack roll.ACTIONSMultiattack: The drow can make two attacks with the rapier and one with the crossbow, or two attacks with the crossbow and one with the rapier.Rapier. Melee Weapon Attack: +9 to hit, crit 19-20, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) 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.REACTIONSUncanny Dodge. When an attacker that the dread fang can see hits the dread fang with an attack, the dread fang can use its reaction to halve the attack's damage.

DROW ASSASSIN DEF=5 OFF=9Medium humanoid (elf), neutral evilArmor Class 18 (studded leather, blade mastery)Hit Points 87 (12d8+24)Speed 30ft.STR 11 (+0), DEX 20 (+5), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)Saving Throws Dex +8, lnt +5Skills Acrobatics +8, Deception +5, Perception +5, Stealth +12Damage Resistances poisonSenses passive Perception 15Languages elf, undercommon, thieves' cantChallenge 7 (2,900 XP)Feats/Stat advances: blade mastery, crossbow expert

You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your

ranged attack rolls. When you use the Attack action and attack with a one handed weapon, you can

use a bonus action to attack with a loaded hand crossbow you are holding.Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Sneak Attack (1/Turn). The assassin deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.ACTIONSMultiattack. The assassin makes two shortsword or crossbow attacks, or one of each.Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must make a DC 15 Constitution saving throw, becoming poisoned and taking 7 (2d6) poison damage on a failed save. On a successful save, the target is not poisoned and takes half this damage.Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) 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.REACTIONSUncanny Dodge. When an attacker that the assassin can see hits the assassin with an attack, the assassin can use its reaction to halve the attack's damage.

Trained in the use of poison, drow assassins are highly skilled and remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. They typically work alone, or, if their target is exceptional, in pairs.

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DROW SHADOWBLADE DEF=7 OF=11Medium humanoid (elf), neutral evilArmor Class 18 (studded leather)Hit Points 129 (14d8+56)Speed 30 ft.STR 14 (+2), DEX 22 (+6), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 13 (+1)Saving Throws Dex +9, Con +7, Wis +6Skills Perception +6, Stealth +9Senses darkvision 120 ft., passive Perception 16Languages Elvish, UndercommonChallenge 9 (5,000 XP)Feat. ToughFey 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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack. The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.Shadow Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) piercing damage plus 7 (2d6) necrotic damage and 7 (2d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 9 (1d6+6) 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

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Drow WeaponmastersDROW WEAPONMASTER RAPIER+SHIELD DEF=8 OFF=12 Medium humanoid (elf), neutral evilArmor Class 20 (studded leather +1, shield)Hit Points 124 (12d10+48)Speed 30ft.STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 10 (+0), WIS 13 (+1), CHA 12 (+1)Saving Throws Dex +8, Con +5, Wis +4Skills Perception +5, Stealth +13 (adv from piwafwi), Acrobatics +9, Intimidation +5, Survival +5Senses darkvision 120ft., passive Perception 15Languages Elvish, UndercommonChallenge 10 (5,900 XP)Feat: tough, blade mastery, crossbow expertFighter style: DuelistEquipment studded leather +1 and a Rapier +1 and shield+1 and piwafwi cloakFey 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 13). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity.While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Manoeuvres. DC 17, Superiority dice: 5d10/short rest.Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding, You add the superiority die to the attack's damage roll, and the target must make a DC 17 Strength saving throw, On a failed save, it drops the object you choose. The object lands at its feet.Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving,Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.ACTIONSMultiattack.The drow makes three rapier attacks or three hand crossbow attacks.Rapier +1. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 12 (1d8+8) piercing damage plus 7 (2d6) poison damage.Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120ft, one target. Hit: 7 (1d6+5) 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.REACTIONSParry. The drow adds 4 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 WEAPONMASTER POLEARM DEF=7 OFF=13 CR=10Medium humanoid (elf), neutral evilArmor Class 19 (plate, def style)Hit Points 136 (12d10+60)Speed 30ft.STR 20 (+5), DEX 12 (+1), CON 16 (+3), INT 10 (+1), WIS 13 (+1), CHA 12 (+1)Saving Throws Dex +8, Con +5, Wis +4Skills Perception +5, Stealth +13 (adv from piwafwi), Acrobatics +9, Intimidation +5, Survival +5Senses darkvision 120ft., passive Perception 15Languages Elvish, UndercommonChallenge 10 (5,900 XP)Feat: tough, polearm masteryFighter style: DefensiveEquipment +1 Plate and a Glaive +1 and piwafwi cloakFey 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 13). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity.While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Manoeuvres. DC 17, Superiority dice: 5d10/short rest.Dísarmíng Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding, You add the superiority die to the attack's damage roll, and the target must make a DC 17 Strength saving throw, On a failed save, it drops the object you choose. The object lands at its feet.Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving,Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.ACTIONSMultiattack: The drow can make three glaive attacks plus a secondary glaive attack as a bonus action with the other end of the weapon.+1 Glaive Primary: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10+6) slashing damage plus 7 (2d6) poison damage. +1 Glaive bonus attack: +10 to hit, reach 10ft, one target: 8 (1d4+6) bludgeoning damage.Throwing Dagger. Ranged Weapon Attack: +9 to hit, range 20/60ft, one target. Hit: 7 (1d4+5) 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.REACTIONSOpportunity Strike. The drow makes a primary glaive attack when an opponent enters its reach.

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Drow Arcane WieldersApprentices and Graduates

DROW WIZARD, SORCERE APPRENTICE 3 DEF=1 OFF=1Medium humanoid (elf), neutral evilArmor Class 15 (mage armour), 20 with shield spellHit Points 17 (3d6+3)Speed 30ft.STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 16 (+3), WIS 12 (+1), CHA 11 (+0) Saving Throws Int +5, Wis +3Skills Perception +3, Stealth +4, Arcana +5, History +5, Insight +3Senses darkvision 120ft, passive Perception 13Languages Elvish, UndercommonChallenge 1 (200 XP)Arcane Recovery: 2 spell levels recovered per long restFeat. Elemental adept (fire)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 lights1/day each: darkness, faerie fireSpellcasting. The drow is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The drow has the following wizard spells prepared:Cantrips: Firebolt, True Strike, Poison Spray, Message, prestidigitationLvl 1: 4/day: Shield, absorb elements, magic missile, mage armourLvl 2: 2/day: Mirror Image, misty stepSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSFirebolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. (1’s count as 2’s).

After studying rudimentary magic with their houses, apprentices are sent to Sorcere to continue their training. This drow wizard is a typical recently enrolled student of Sorcere.

ANIMATED SKELETON (6th level NECROMANCER MINIONS)medium undead, lawful evilArmor Class 15 (armor scraps, shield)Hit Points 23 (2d8+10)Speed 30 ft.STR10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3)Damage Vulnerabilities bludgeoningDamage Immunities poisonCondition Immunities exhaustion, poisonedSenses darkvision 60ft., passive Perception 9Languages understands all languages it knew in life but can't speakChallenge 1/4 (50 XP)ACTIONSShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 8 (1d6+5) piercing damage.

DROW WIZARD, SORCERE GRADUATE EVOKER 6 DEF=3 OFF=6Medium humanoid (elf), neutral evilArmor Class 15 (mage armor), 20 with shield spellHit Points 44 (6d6+18)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 16 (+3), WIS 12 (+1), CHA 11 (+0) Saving Throws Dex +4, Con +2Skills Perception +4, Stealth +5, Arcana +6, History +6, Insight +4Senses darkvision 120ft, passive Perception 14Languages Elvish, UndercommonChallenge 4 (1,100 XP)Arcane Recovery: 3 spell levels recovered per long restFeat. Elemental Adept (fire), ToughFey 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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights; 1/day each: darkness, faerie fireSculpt Spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.Spellcasting. The drow is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:Cantrips: Firebolt, True Strike, Message, prestidigitation, Acid SplashLvl 1: 4/day: Shield, absorb elements, m. missile, detect magic, mage armor Lvl 2: 3/day: Mirror Image, misty stepLvl 3: 3/day: Fireball, (1’s count as 2’s), Fly, Dispel MagicSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSDagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Firebolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage (1’s count as 2’s).Acid Splash. Range 60 ft., one target or two targets within 5 ft. Hit: 7 (2d6) acid damage, Dex save DC 14 half damage.

This drow wizard represents an average student of Sorcere who has recently graduated, or is near graduation- having spent 10 years mostly secluded in Sorcere.

DROW WIZARD, SORCERE GRADUATE NECROMANCER 6 DEF=3 OFF=6Medium humanoid (elf), neutral evilArmor Class 15 (mage armor), 20 with shield spellHit Points 44 (6d6+18)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 16 (+3), WIS 12 (+1), CHA 11 (+0) Saving Throws Dex +4, Con +2Skills Perception +4, Stealth +5, Arcana +6, History +6, Insight +4Senses darkvision 120ft, passive Perception 14Languages Elvish, UndercommonChallenge 4 (1, 100 XP)Arcane Recovery: 3 spell levels recovered per long restFeat. Elemental Adept (fire), ToughFey 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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fireUndead Thralls. The drow necromancer has 4 skeletons animated with 6 extra hitpoints and inflicting +3 damage on a hit.Spellcasting. The drow is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The drow has the following wizard spells prepared:Cantrips: Firebolt, True Strike, Message, prestidigitation, Acid SplashLvl 1: 4/day: Shield, absorb elements, m. missile, detect magic, mage armor (cast)Lvl 2: 3/day: Mirror Image, misty stepLvl 3: 3/day: Fireball, (1’s count as 2’s), Animate Dead(cast), Dispel Magic, FlySunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSDagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Firebolt. Ranged Magic Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. (1’s count as 2’s),Acid Splash. Range 60 ft., one target or two targets within 5 ft. Hit: 7 (2d6) acid damage, Dex save DC 15 half damage.This drow wizard represents an average student of Sorcere who has recently graduated, or is near graduation, having spent 10 years mostly secluded in Sorcere. This particular drow is a necromancer and is usually accompanied by 4 skeletons or zombie minions.

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Arcane Guards and SpellguardsDROW ARCANE GUARD FIGHTER 1/WIZARD 3 DEF=2 OFF=2Medium humanoid (elf), neutral evilArmor Class 16 (breastplate), 21 with shield spellHit Points 26 (1d10+3d6+4)Speed 30ft.STR 16 (+3), DEX 14 (+2), CON 12 (+1), INT 14 (+2), WIS 11 (+0), CHA 12 (+1) Saving Throws Int +4, Wis +2Skills Perception +2, Stealth +4, Arcana +4Senses darkvision 120ft, passive Perception 12Languages Elvish, UndercommonChallenge 2 (450 XP)Equipment breastplate and glaiveFeat. Polearm mastery: While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.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 lights1/day each: darkness, faerie fireSpellcasting. The drow is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The drow has the following wizard spells prepared:Cantrips: Firebolt, True StrikeLvl 1: 4/day: Shield, magic missile, absorb elementsLvl 2: 2/day: Mirror Image, misty stepSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack The drow makes 2 attacks with the Glaive: one with the primary end and one with the opposite end as a bonus action.Glaive main attack. Melee weapon attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage.Glaive secondary attack. Melee weapon attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.Firebolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Certain fighters abandon their combat studies to study magic at Sorcere. Rather than pursuing their magical arts for long, they leave the academy early as well trained combatants able to serve their house with magic and steel. This quick training has the advantage of churning out a greater number of such warriors.

DROW WIZARD, SPELLGUARD EVOKER DEF=4 OFF=6Medium humanoid (elf), neutral evilArmor Class 15 (mage armor), 20 with shield spellHit Points 58 (8d6+24)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 18 (+4), WIS 12 (+1), CHA 12 (+1) Saving Throws Dex +4, Con +2Skills Perception +4, Stealth +5, Arcana +7Senses darkvision 120ft, passive Perception 14Languages Elvish, UndercommonChallenge 5 (1,800 XP)Arcane Recovery: 4 spell levels recovered per long restFeat. Elemental Adept (fire), ToughFey 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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights; 1/day each: darkness, faerie fireSculpt Spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.Spellcasting. The drow is an 8th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The drow has the following wizard spells prepared:Cantrips: Firebolt, True Strike, Message, prestidigitation, Acid SplashLvl 1: 4/day: Shield, absorb elements, m. missile, detect magic, mage armor (cast)Lvl 2: 3/day: Mirror Image, misty stepLvl 3: 3/day: Fireball (1’s count as 2’s), Fly, Dispel MagicLvl 4: 2/day: Summon Greater Demon (shadow demon), Dim DoorSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSDagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.Firebolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage (1’s count as 2’s).Acid Splash. Range 60 ft., one target or two targets within 5 ft. Hit: 7 (2d6) acid damage, Dex save DC 15 half damage.

Once the drow wizard has graduated, they typically go back to their house and continue training their skills. This drow Spellguard represents a younger scion of the house apprenticed under a more powerful House wizard.

Summon Greater Demon 4th level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demons turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.SHADOW DEMON DEF=4 OFF=3Medium fiend (demon), chaotic evilArmor Class 14Hit Points 66 (12d8 + 12)Speed 30ft., fly 30ft.STR 1 (-5), DEX 18 (+4), CON 12 (+1), INT 14 (+2), WIS 13 (+1), CHA 14 (+2)Saving Throws Dex +6, Cha +4Skills Stealth +8Damage Vulnerabilities radiantDamage Resistances acid, fire , necrotic, thunder; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities cold, lightning, poisonCondition Immunities exhaustion, grappled, paralyzed, petrified, poisoned , prone, restrainedSenses darkvision 120ft., passive Perception 11Languages Abyssal, telepathy 120ft.Challenge 4 (1,100 XP)Incorporeal Movement. The shadow demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.ACTIONSClaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) psychic damage or, if the demon had advantage on the attack roll, 18 (4d6 + 4) psychic damage.

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House WizardsDROW MAGE, HOUSE WIZARD EVOKER 10 DEF=5 OFF=9Medium humanoid (elf), neutral evilArmor Class 12 (15 with mage armor, 20 with Shield spell)Hit Points 72 (10d6+30 with tough feat)Speed 30ft.STR, 10 (+0), DEX 14 (+2), CON 12 (+1), INT 18 (+4), WIS 14 (+2), CHA 12 (+1)Saving Throws Int +8, Wis +6Skills Arcana +8, Deception +5, Perception +6, Stealth +6, Insight +6Senses darkvision 120ft., passive Perception 16Languages Elvish, UndercommonChallenge 7 (2,900 XP)Arcane Recovery: 5 spell levels recovered per long restFeats: Elemental adept (fire), ToughFey 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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sculpt Spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.Spellcasting. The drow is a 10th -level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks, +4 damage on evocation spells). The drow has the following wizard spells prepared:Cantrips (at will): mage hand, minor illusion, poison spray, 1st level (4 slots): mage armor, magic missile (+4 dmg), shield2nd level (3 slots): alter self, web, mirror image3rd level (3 slots): fly, fireball (+4 dmg, (1’s count as 2’s), counterspell4th level (3 slots): dimension door, greater invisibility5th level (2 slots): cloudkill, conjure elementalSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSRapier. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) piercing damage, plus 3 (1d6) poison damage.Firebolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 15 (2d10+4) fire damage, (1’s count as 2’s).Poison Spray. Range 10 ft., DC 16 or take 2d12 poison damage, save for half.

Drow House Wizards are typically in charge of the house’s magical defences. This drow wizard represents a typical Head house wizard for a lower rank house.

DROW MAGE, HOUSE WIZARD EVOKER 11, Def=6 Off=10 CR8Medium humanoid (elf), neutral evilArmor Class 12 (15 with mage armor, 20 with Shield spell)Hit Points 79 (11d6+33 with tough feat)Speed 30ft.STR, 10 (+0), DEX 14 (+2), CON 12 (+1), INT 18 (+4), WIS 14 (+2), CHA 12 (+1)Saving Throws Int +8, Wis +6Skills Arcana +8, Deception +5, Perception +6, Stealth +6, Insight +6Senses darkvision 120ft., passive Perception 16Languages Elvish, UndercommonChallenge 8 (3,900 XP)Arcane Recovery: 6 spell levels recovered per long restFeats: Elemental adept (fire), ToughFey 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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, faerie fire, levitate (self only)Sculpt Spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.Spellcasting. The drow is a 11th -level spellcaster. . Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks, +4 damage on evocation spells). The drow has the following wizard spells prepared (15):Cantrips (at will): mage hand, firebolt, poison spray, ray of frost1st level (4 slots): magic missile (+4 dmg), mage armour, shield, fog cloud2nd level (3 slots): alter self, mirror image, web3rd level (3 slots): counterspell, fireball (+4 dmg), fly, lightning bolt(+4 dmg)4th level (3 slots): dimension door, greater invisibility5th level (2 slots): conjure elemental6th level (1 slot): chain lightning (+4 dmg)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSRapier. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) piercing damage, plus 3 (1d6) poison damage.Firebolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 15 (2d10+4) fire damage, and you ignore half or three quarters cover.Poison Spray. Range 10 ft., DC 16 or take 2d12 poison damage, save for half.

Drow House Wizards are typically in charge of the house’s magical defences. This drow wizard represents a typical head house wizard for a mid-rank house.

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Masters of SorcereDROW MAGE, MASTER OF SORCERE EVOKER 13, Def=8 Off=10 CR9Medium humanoid (elf), neutral evilArmor Class 14 (18 with mage armor, 23 with Shield spell)Hit Points 106 (13d6+52 with tough feat)Speed 30ft.STR, 10 (+0), DEX 14 (+2), CON 14 (+2), INT 20 (+5), WIS 14 (+2), CHA 14 (+2)Saving Throws Int +11, Wis +8, Con +8Skills Arcana +10, Deception +7, Perception +7, Stealth +7 (advantage), Insight +7Senses darkvision 120ft., passive Perception 17Languages Elvish, UndercommonChallenge 9 (5,000 XP)Equipment. Ring of the Master (ring of protection +2), piwafwi of protection +1, Book of Int +2 (read)Arcane Recovery. 7 spell levels recovered per long restFeats: Tough, Elemental Adept (fire or lightning), Resilient (Con)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 innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sculpt Spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.Spellcasting. The drow is a 13th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks, +5 damage on evocation spells). The drow has the following wizard spells prepared (18):Cantrips (at will): mage hand, firebolt, poison spray, ray of frost1st level (4 slots): magic missile (+5 dmg), mage armour, shield, fog cloud2nd level (3 slots): alter self, mirror image, web3rd level (3 slots): counterspell, dispel magic, fireball (+5 dmg), fly, lightning bolt (+5 dmg)4th level (3 slots): dimension door, greater invisibility5th level (2 slots): cloudkill, conjure elemental6th level (1 slot): chain Lightning (+5 dmg)7th level (1 slot): prismatic spray (+5 dmg), Summon Greater Demon (Hezrou)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSRapier. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) piercing damage, plus 3 (1d6) poison damage.Firebolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 21 (3d10+5) fire damage.Ray of Frost. Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d8+5) fire damage, and you ignore half or three quarters cover.Poison Spray. Range 10 ft., DC 18 or take 3d12 poison damage, save for half.

A few drow wizards remain at Sorcere and attain the rank of Master. There are only around three dozen Masters in the city. The most powerful houses may also have a Master of Sorcere double up as House Wizard. This drow wizard represents a lower rank Master of Sorcere or Head House Wizard of a mid or higher ranked house.

CONJURED HEZROU DEF=9 OFF=7Large fiend (demon), chaotic evilArmor Class 17 (natural armor)Hit Points 147 (13d10 + 65)Speed 40ft.STR 20 (+5), DEX 18 (+4), CON 20 (+5), INT 5 (- 3), WIS 12 (+1), CHA 13 (+1)Saving Throws Str +7, Con +8, Wis +4Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120 ft ., passive Perception 11Languages Abyssal, telepathy 120 ft.Challenge 8 (3,900 XP)Feats. Charger, mobileCharger. If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight line immediately before taking a bonus action to attack, the hezrou inflicts +5 damage.Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.ACTIONSMultiattack. The hezrou makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

CONJURED EARTH ELEMENTAL OFF=5 DEF=5.5Large elemental, neutralArmor Class 17 (natural armor)Hit Points 136 (12d10 + 60)Speed 30ft., burrow 30ft.STR 20 (+5), DEX 8 (-1), CON 20 (+5), INT 5 (-3), WIS 10 (+0), CHA 5 (- 3)Damage Vulnerabilities thunderDamage Resistances bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities exhaustion, paralyzed, petrified, poisoned, unconsciousSenses darkvision 60ft., tremorsense 60ft., passive Perception 10Languages TerranChallenge 5 (1,800 XP)Earth Glide. The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.Siege Monster. The elemental deals double damage to objects and structures.ACTIONSMultiattack. The elemental makes two slam attacks.Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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Wizards’ Construct MinionsRUG OF SMOTHERINGlarge construct, unalignedArmor Class 12HitPoints 40 (6d10)Speed 10ft.STR 18(+4), DEX 14 (+2), CON 10 (+0), INT 1 (-5), WIS 3 (-4), CHA 1 (-5)Damage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisonedSenses blindsight 60ft. (blind beyond this radius),passive Perception 6Languages -Challenge 2 (450 XP)Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.ACTIONSSmother. Melee Weapon Attack: +6 to hit, reach 5ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 11 (2d6+4) bludgeoning damage

FLYING SWORD DEF=1/2 OFF=1/4Small construct, unalignedArmor Class 18 (natural armor)HitPoints 27 (5d6+5)Speed 0 ft., fly 5O ft.STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT1 (-5), WIS 5 (-3), CHA1 (-5)Saving Throws Dex +4 Damage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisonedSenses blindsight 60ft. (blind beyond this radius), passive Perception 7Languages-Challenge 1/4 (50 XP)Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.ACTIONSLongsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

INVISIBLE STALKER DEF=6 OFF=6Medium elemental, neutralArmor Class 15HitPoints 115 (16d8+32)Speed 50 ft., fly 50 ft. (hover)STR 16 (+3), DEX 20 (+5), CON 14 (+2), INT 10 (+0), WIS 15 (+2), CHA 11 (+0)Skills Perception +8, Stealth +11Damage Resistances bludgeoning, piercing, and slashing from nonmagical weaponsDamage Immunities poisonCondition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousSenses darkvision 60ft., passive Perception 18Languages Auran, understands Common but doesn't speak itChallenge 6 (2,300 XP)Invisibility. The stalker is invisible.Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.Multiattack. The stalker makes two slam attacks.Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.

ANIMATED ARMOR DEF=1.5 OFF=2.5Medium construct, unalignedArmor Class 18 (natural armor)Hit Points 45 (6d8+12)Speed 25ft.STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 1 (-5), WIS 3 (-4), CHA 1 (-5)Damage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisonedSenses blindsight 60ft. (blind beyond this radius),passive Perception 6Languages -Challenge 2 (450 XP)Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.False Appearance. While the armor remains motion less, it is indistinguishable from a normal suit of armor.ACTIONSMultiattack. The armor makes two melee attacks.Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

ADAMANTINE SPIDER DEF=3 OFF=3Small construct, unalignedArmor Class 18 (natural armor)HitPoints 58 (8d6+24)Speed 0 ft., fly 50 ft.STR 12 (+1), DEX 16 (+3), CON 16 (+3), INT 1 (-5), WIS 6 (-2), CHA 1 (-5)Saving Throws Con +5, Dex +4 Skills Perception +2 Stealth +7Damage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisonedSenses blindsight 60ft. (blind beyond this radius), passive Perception 12Languages-Challenge 3 (700 XP)Poison. A character can fill an adamantine spider with one dose of injury poison, which it can then deliver as part of its bite attack. The spider has enough capacity for 3 doses.Find Master. When crafted, an adamantine spider is keyed to a particular controlling amulet. Henceforth, it considers the wearer of that amulet to be its master. As long as an adamantine spider and its controlling amulet are on the same plane, the adamantine spider can find the amulet as if with the locate object spell.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is poisoned (effects vary depending on poison use, see DMG p. 257). REACTIONGuard. The adamantine spider can use its reaction to block blows and disrupt foes. It can give an attacker disadvantage on an attack against the amulet’s wearer, as long as the adamantine spider is adjacent to the attacker.

Adamantine spiders are crafted by the drow to serve as companions, guardians, and assassins. An adamantine spider is controlled by a magic amulet. Whoever wears the amulet can issue simple commands to its associated construct.As constructs, adamantine spiders have no physical needs. They do not need sleep or nourishment. From the moment they acquire a semblance of life, they exist only to serve their creators, and follow all orders even if doing so would mean their annihilation.Each adamantine spider is keyed to a special amulet that, while worn, allows the wearer to command it. The amulet is indistinguishable from a drow house insignia (see page 99). The wearer of the amulet can speak simple instructions to the adamantine spider. Typical instructions include the following.• Attack: The adamantine spider engages and attempts to bite the indicated target. Without further instructions, it continues to attack that same target, even after killing the creature.• Fetch: The construct retrieves a single designated object. If it is not strong enough to move the object, it struggles to complete the order regardless, until it receives another command.• Go: The spider makes every effort to move to a designated spot. Once there, it waits for new orders.• Guard: The adamantine spider stays in a space adjacent to the amulet’s wearer and provides defense, as described under the guard ability.• Return: The construct makes every effort to return to a space adjacent to the amulet’s wearer.

STONE GOLEM DEF=11 OFF=8 STONE GOLEM, JADE SPIDER DEF=16 OFF=10

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Large construct, unalignedArmor Class 18 (natural armor)Hit Points 191 (17d10 + 85)Speed 30 ft.STR 22 (+6), DEX 10 (+0), CON 20 (+5), INT 3 (-4), WIS 11 (+0), CHA 1 (-5)Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantineCondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisonedSenses darkvision 120ft., passive Perception 10Languages understands the languages of its creator but can't speakChallenge 10 (5,900 XP)Feat. Sentinel • When the golem hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.• Creatures within 5 feet of the golem provoke opportunity attacks from it even if they take the Disengage action before leaving the golem’s reach.• When a creature within 5 feet of the golem makes an attack against a target other than it (and that target doesn’t have this feat), the golem can use its reaction to make a melee weapon attack against the attacking creature.Immutable Form. The golem is immune to any spell or effect that would alter its form.Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.Magic Weapons. The golem's weapon attacks are magical.ACTIONSMultiattack. The golem makes two s lam attacks.Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both.These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gargantuan construct, unalignedArmor Class 18 (natural armor)Hit Points 281 (17d20+85)Speed 30 ft.STR 24 (+7), DEX 10 (+0), CON 20 (+5), INT 3 (-4), WIS 12 (+1), CHA 1 (-5)Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantineCondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisonedSenses darkvision 120ft., passive Perception 10, see invisibleLanguages understands the languages of its creator but can't speakChallenge 13 (8,400 XP)Immutable Form. The golem is immune to any spell or effect that would alter its form.Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.Magic Weapons. The golem's weapon attacks are magical.ACTIONSMultiattack. The golem makes one bite attack and two leg slash attacks.Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage, and the target must succeed on a DC 15 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.Leg slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage, If the target is a creature other than an undead or a construct, it must succeed on a DC 15 Constitution saving throw or lose 5 (1dl0) hit points at the start of each of its turns due to an horrific wound. Each time the jade spider hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Forcecage Web (Recharge 5-6). The golem produces a web effect made of force, as per the forcecage spell. 100 ft range, 20x20 feet area, cage shape only.

FLESH GOLEM DEF=4 OFF=5.5Medium construct, neutralArmor Class 10 (13 with mage armour)HitPoints 102 (11d8 + 44)Speed 30ft.STR 20 (+5), DEX 10 (+0), CON 18 (+4), INT 6(-2), WIS 10 (+0), CHA 5 (-3)Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from non-magical weapons that aren’t adamantineCondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisonedSenses darkvision 60ft., passive Perception 10Languages understands the languages of its creator but can't speakChallenge 5 (1 ,800 XP)Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.Immutable Form.The golem is immune to any spell or effect that would alter its form.Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.Magic Weapons. The golem's weapon attacks are magical.ACTIONSMultiattack.The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

ANIMATED TABLELarge construct, unalignedArmor Class 15 (natural armor)Hit Points 52 (6d10 + 12)Speed 40 ft.STR 18 (+4), DEX 8 (-1), CON 14 (+2), INT 1 (-5), WIS 3 (-4), CHA 1 (-5)Damage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, exhaustion,frightened , paralyzed, petrified, poisonedSenses blindsight 60 ft. (blind beyond this radius) ,passive Perception 6languages-Challenge 2 (450 XP)Antimagic Susceptibility. The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.False Appearance. While the table remains motionless, it is indistinguishable from a normal table.Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.ACTIONSRam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

ANIMATED DAGGERS DEF=1/2 OFF=2Tiny construct (unaligned)Armor Class 18Hit Points 20Speed flying 30 ft.STR 4 (-3), DEX 18 (+4), CON 10 (+0), INT 3 (-4), WIS 3 (-4), CHA 1 (-5)Senses blindsight 30 ft.(blind beyond this distance), passive Perception 6Challenge 1 (200 xp)ACTIONSDagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

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GUARDIAN PORTRAITMedium construct, unalignedArmor Class 5 (natural armor)Hit Points 28 (5d8)Speed 0 Eft.STR 1 (-5), DEX 1 (-5), CON 10 (+0), INT 14 (+2), WIS 10 (+0), CHA 10 (+0)Damage Immunities poisonCondition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrainedSenses darkvision 60 ft., passive Perception 10Languages Common, plus up to two other languagesChallenge 1 (200 XP)Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.Innate Spellcasting. The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:3/day each: counterspell, crown of madness, hypnotic pattern, telekinesisFalse Appearance. While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.

SHIELD GUARDIANLarge construct, unalignedArmor Class 17 (natural armor)Hit Points 154 (15d10+60)Speed 30ft.STR 18 (+4), DEX 8 (-1), CON 18 (+4), INT 7 (- 2), WIS 10 (+0), CHA 3 (-4)Senses blindsight 10ft., darkvision 60ft., passive Perception 10Damage Immunities poisonCondition Immunities charmed, exhaustion, frightened, paralyzed, poisonedLanguages understands commands given in any language but can't speakChallenge 7 (2,900 XP)Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. IF E f the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian.The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.ACTIONSMultiattack. The guardian makes two fist attacks.Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.REACTIONSShield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

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Other CastersDROW ARACHNOMANCER DEF=7 OFF=14.5Medium humanoid (elf), chaotic evilArmor Class 16 (studded leather)Hit Points 147 (16d8+64)Speed 30 ft., climb 30 ft.STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 14 (+2),WIS 14 (+2), CHA 20 (+5)Saving Throws Con +7, Int +9 , Cha +9Skills Arcana +7, Deception +10, Nature +7, Perception +7, Stealth +9Damage Resistances poisonSenses blindsight 10 ft., darkvision 120 ft., passive Perception 17Languages Elvish, Undercommon, can speak with spidersChallenge 11 (7,200 XP)Feat: ToughChange Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleepInnate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components. At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Spellcasting. The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray1st-5th level (3 5th -level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt1/day each: dominate monster, etherealness, eyebiteSpider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Walker. The drow ignores movement restrictions caused by webbing.

ACTIONS Multiattack. The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. Alternatively, it can make three eldritch blast attacks.Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage.Bite (Giant Spider Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Eldritch Blast. Ranged Spell Attack: +10 to hit, range 120 ft, one target. Hit: 1d10+4 force damage.Web (Giant Spider Form Only; Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.

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Drow PriestessesAll noble priestesses will have access to the drow High Magic feat. There are also non-noble priestesses but they will not have access to the feat.Acolytes and Novices

DROW ACOLYTE PRIESTESS OF LLOTH DEF=1/2 OFF=2.5Medium humanoid (elf), neutral evilArmor Class 17 (chain shirt, shield)HitPoints 21 (3d8+3)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)Saving Throws Wis +5 Cha +4Skills Persuasion +4, Religion +3, Perception +5Senses passive Perception 15, Darkvision 120 ft.Languages Elf, UndercommonChallenge 1 (200 XP)Feat: Drow High MagicFey 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 innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, charm person, disguise self2nd level (3 slots): warding bond, spiritual weapon, mirror image, pass without traceChannel Divinity 1/rest: Turn Undead. DC 13; Invoke Duplicity (see below).ACTIONSScourge. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 3 (1d6) poison damage.Sacred Flame. Ranged Spell Attack: DC 13, reach 60 ft., one target. Hit: 4 (1d8) radiant damage.Invoke Duplicity (recharges after a short or long rest): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

The young females that show promise towards the divine arts are taken to Arach-Tinilith to begin their official training in the priesthood. This is an example of one such female, still young and inexperienced but driven and ambitious to succeed.

DROW JUNIOR PRIESTESS OF LLOTH DEF=1 OFF=3Medium humanoid (elf), neutral evilArmor Class 17 (chain shirt, shield)HitPoints 33 (5d8+5)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)Saving Throws Con +4, Wis +6 Cha +5Skills Persuasion +5, Religion +4, Perception +6Senses passive Perception 16, Darkvision 120 ft.Languages Elf, UndercommonChallenge 2 (450 XP)Feat: Drow High Magic, resilient-ConFey 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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, charm person, disguise self, shield of faith2nd level (3 slots): warding bond, spiritual weapon, mirror image, pass without trace3rd level (2 slots): Animate dead (cast), conjure animals (2 giant spiders), blink, dispel magicChannel Divinity 1/rest: Turn Undead. DC 14. Destroy undead of CR 1/2 or lower.Invoke Duplicity (see below).ACTIONSScourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 7 (2d6) poison damage.Sacred Flame. Ranged Spell Attack: DC14, reach 60 ft., one target. Hit: 9 (2d8) radiant damage.Invoke Duplicity (recharges after a short or long rest): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Young and arrogant, drow priestesses delight in their position as chosen of the spider queen. This drow is an average example of a low ranking priestess who has finished her training at Arach-Tinilith and ready to set her mark upon the wider world. They are usually accompanied by 4 skeletons and/or zombies as bodyguards created by their own magic.

ANIMATED SKELETONmedium undead, lawful evilArmor Class 15 (armor scraps, shield)Hit Points 17 (2d8 + 4)Speed 30 ft.STR10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3)Damage Vulnerabilities bludgeoningDamage Immunities poisonCondition Immunities exhaustion, poisonedSenses darkvision 60ft., passive Perception 9Languages understands all languages it knew in life but can't speakChallenge 1/4 (50 XP)ACTIONSShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

ANIMATED ZOMBIEMedium undead, neutral evilArmor Class 11 (chain shirt armor)Hit Points 27 (3d8 + 9)Speed 20 ft.STR 14 (+2), DEX 6 (-2), CON 16 (+3), INT 3 (-4), WIS 6 (-2), CHA 5 (-3) Saving Throws Wis +0Damage Immunities poisonCondition Immunities poisonedSenses darkvision 60 ft., passive Perception 8Languages understands the languages it knew in life but can't speakChallenge 1/4 (50 XP)Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.ACTIONSSlam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

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Specialist PriestessesDROW CRUSADER (5th lvl Paladin of Treachery) DEF=3 OFF=5Medium humanoid (elf), neutral evilArmor Class 19 (plate, defensive style)HitPoints 64 (3d8+5d10+16)Speed 30ft.STR 16 (+3), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)Saving Throws Wis +3, Cha +4Skills Persuasion +5, Religion +3, Perception +4, Intimidation +5, Insight +4Condition Immunities diseasedSenses passive Perception 14, Darkvision 120 ft.Languages Elf, UndercommonChallenge 4 (1,100 XP)Feat: Spear Mastery, Magic InitiateSet charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.Extra Reach. As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.Divine Smite. +2d8 damage on a hit by expending a 1st lvl spell slot.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 innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights, eldritch blast1/day each: darkness, faerie fire, levitate (self only), hex Poison Strike (recharges after a short or long rest): As a bonus action, poison a weapon for 1 minute. The next time the weapon hits, it inflicts 2d10+5 extra poison damage, or 25 if you had advantage on the attack roll.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The crusader is a 5th-level spellcaster. Her spellcasting ability is Charisma (Spell save DC 13, +5 to hit with spell attacks). The crusader has the following paladin spells prepared (oath of treachery):1st level (4 slots): charm person, expeditious retreat, compelled duel, cure wounds2nd level (2 slots): invisibility, mirror image, magic weapon, lesser restorationACTIONSMultiattack. The drow makes two spear attacks or two eldritch blast attacks.Spear. Melee Weapon Attack: +7 to hit, reach 5 or 10 ft., one target. Hit: 8 (1d10+3) piercing damage, plus divine smite or poison strike.Eldritch Blast: Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.

DROW WARRIOR PRIESTESS DEF=1.5 OFF=2.5Medium humanoid (elf), neutral evilArmor Class 18 (breastplate, blade mastery, dual wielder)HitPoints 45 (6d8+12)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 12 (+1)Saving Throws Str +2, Con +4Skills Persuasion +4, Religion +3, Perception +5Senses passive Perception 15Languages Elf, Undercommon, Darkvision 120 ft.Challenge 2 (450 XP)Feat: Blade Mastery, Dual wielderFey 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 innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Second Wind. On your turn, you can use a bonus action to regain 1d10+1 hit points.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 12, +4 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, chill touch, thaumaturgy1st level (4 slots): bless, cure wounds, charm person, disguise self2nd level (3 slots): warding bond, mirror image, pass without traceChannel Divinity 1/rest: Turn Undead. DC 14. Destroy undead of CR 1 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The drow makes one attack with the rapier and one with the shortsword as a bonus action on the off-hand.Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) 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.Invoke Duplicity (recharges after a short or long rest): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Page 19: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

DROW DIVINE CHAMPION (Paladin of Treachery11/warlock 2) DEF=10 OFF=10Medium humanoid (elf), neutral evilArmor Class 20 (plate +1, defensive style)Hit Points 132 (11d10+2d8+52)Speed 30ft.STR 18 (+4), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)Saving Throws Str +7, Dex +3, Con +5, Int +3, Wis +9, Cha +11Skills Persuasion +8, Religion +5, Perception +6, Intimidation +8, Insight +6Condition Immunities diseasedSenses passive Perception 16, Darkvision 120 ft. (see through magical darkness)Languages Elf, UndercommonChallenge 10 (5,900 XP)Feat: Polearm mastery, ToughDivine Smite. +2d8 damage on a hit by expending a 1st lvl spell slot.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 innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights, eldritch blast1/day each: darkness, faerie fire, levitate (self only)Spellcasting. The drow is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): eldritch blast, mage hand1st-level (2 1st -level slot): hellish rebuke, hex, protection from good Spellcasting. The crusader is a 13th-level spellcaster. Her spellcasting ability is Charisma (Spell save DC 16, +8 to hit with spell attacks). The crusader has the following paladin spells prepared (oath of treachery):1st level (4 slots): charm person, expeditious retreat, compelled duel, cure wounds2nd level (3 slots): invisibility, mirror image, magic weapon (cast), lesser restoration3rd level (3 slots): gaseous form, haste, dispel magicAura of Protection. Whenever the crusader or a friendly creature within 10 feet of the crusader must make a saving throw, the creature gains a +3 bonus to the saving throw. The crusader must be conscious to grant this bonus. Poison Strike (recharges after a short or long rest). As a bonus action, poison a weapon for 1 minute. The next time the weapon hits, it inflicts 2d10+5 extra poison damage, or 25 if you had advantage on the attack roll.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Aura of Treachery (3/short or long rest).Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.ACTIONSMultiattack. The drow makes two glaive attacks with the main hand and one off-hand glaive attack as a bonus action, or three eldritch blast attacks.+1 Glaive, primary. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage, plus 4 (1d8) radiant damage, plus divine smite or poison strike.+1 Glaive, off-hand. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) bludgeoning damage, plus 4 (1d8) radiant damage, plus divine smite or poison strike.Eldritch Blast: Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 8 (1d10+3) force damage.REACTIONSOpportunity Strike. The drow makes a primary glaive attack when an opponent enters its reach.Treacherous strike (see above).

Page 20: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

DROW INQUISITOR (EYE OF LLOTH) DEF=6 OFF=6Medium humanoid (elf), neutral evilArmor Class 19 (studded leather +1, shield)HitPoints 80 (11d8+22)Speed 30ft.STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)Saving Throws Con +6, Wis +7 Cha +6Skills Deception +10, Persuasion +6, Religion +5, Perception +11, Stealth +12, Insight +11Senses passive Perception 21, Darkvision 120 ft.Languages Elf, UndercommonChallenge 6 (2,300 XP)Feat: Drow High Magic, resilient-ConFey 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 innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSneak Attack (1/Turn). The eye of lloth deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the eye of lloth that isn't incapacitated and the eye of lloth doesn't have disadvantage on the attack roll.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 15, +7 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, charm person, disguise self, shield of faith, charm person, tasha’s hideous laughter, silent image, colour spray2nd level (3 slots): zone of truth, spiritual weapon, mirror image, pass without trace3rd level (3 slots): Animate dead (cast), conjure animals (2 giant spiders), blink, dispel magic4th level (1 slot): used to augment lower level spellsChannel Divinity 1/rest: Turn Undead. DC 15. Destroy undead of CR 1/2 or lower.Invoke Duplicity (see below).ACTIONSRapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 7 (2d6) poison damage.Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (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. Invoke Duplicity (recharges after a short or long rest): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.REACTIONSUncanny Dodge. When an attacker that the eye of lloth can see hits the eye of lloth with an attack, the eye of lloth can use its reaction to halve the attack's damage.

Eyes of Lloth are specially trained clerics/rogue arcane tricksters to act as inquisitors and spies for the matriarchs. They are tasked to root out heresy and traitors and to keep tabs on powerful members of drow society for the benefit of the priesthood. Eyes of lloth are assisted by small teams of 3-5 dread fangs of lloth, special operatives who work in deadly teams to ambush and kill opponents of the matriarchs.

DROW HIGH INQUISITOR DEF=7 OFF=11Medium humanoid (elf), neutral evilArmor Class 20 (platemail +1, fighter style-armor)Hit Points 122 (1d10+12d8+52)Speed 30 ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 16 (+3), WIS 20 (+5), CHA 20 (+5)Saving Throws Con +7, Wis +10 , Cha +10Skills Insight +10, Perception +10 , Religion +8 , Stealth +8 (disadv)Condition Immunities frightenedSenses darkvision 120 ft., passive Perception 20Languages Elvish, UndercommonChallenge 9 (5,000 XP)Feat: ToughDiscern Lie. The drow knows when she hears a creature speak a lie in a language she knows.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 innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:At will: dancing lights, detect magic1/day each: clairvoyance , darkness, detect thoughts, dispel magic, faerie fire , levitate (self only), suggestionMagic Resistance. The drow has advantage on saving throws against spells and other magical effects.Spellcasting. The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following cleric spells prepared:Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy1st level (4 slots): bane, cure wounds, inflict wounds2nd level (3 slots : blindness/deafness. silence, spiritual weapon3rd level (3 slots) : bestow curse , dispel magic, magic circle4th level (3 slots): banishment, divination. freedom of movement5th level (2 slots): contagion , dispel evil and good , insect plague6th level (1 slot) : harm, true seeingSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack. The drow makes two death lance attacks.+1 Death Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Page 21: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

Priestesses (Yathrinen)DROW PRIESTESS OF LOLTH Def=4 Off=6 CR=5Medium humanoid (elf), neutral evilArmor Class 19 (breast plate, shield +1)Hit Points 67 (8d8+24)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 13 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2) Saving Throws Con +4, Wis +6, Cha +6Skills Insight +6, Deception +6 Persuasion +6, Religion +4, Perception +6Senses darkvision 120ft., passive Perception 16Languages Elvish, UndercommonChallenge 5 (1800 XP)Feats: Drow High Magic , resilient-Con, ToughEquipment Breastplate, Scourge +1, Shield +1Fey 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 innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting.The drow is an 8th -level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:Cantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink (1 slot used for animate dead)4th level (2 slots): banishment, dim door, polymorph, death wardSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 14. Destroy undead of CR 1 or lower.Invoke Duplicity (see below).ACTIONSScourge +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.Sacred Flame. Ranged Spell Attack: DC 14, reach 60 ft., one target. 9 (2d8) radiant damage.Invoke Duplicity (recharges after a short or long rest): the priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her. For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (recharges after a short or long rest): The priestess becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell. Drow priestesses form the bulk of the priesthood and are responsible for the day to day running of Arach-Tinilith and their respective houses. They are the ones deemed skilled enough to command troops in battle and head patrols. They are typically accompanied by 4-6 skeletons and/or Zombies.

DROW PRIESTESS OF LOLTH, HIGH RANK DEF=6 OFF=8 CR=7Medium humanoid (elf), neutral evilArmor Class 19 (breastplate, Shield +1)Hit Points 93 (10d8+40)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 18 (+4), CHA 16 (+3) Saving Throws Con +6, Wis +8, Cha +7Skills Insight +8, Deception +7 Persuasion +7, Religion +6, Perception +8Senses darkvision 120ft., passive Perception 18Languages Elvish, UndercommonChallenge 7 (2,900 XP)Feats: Drow High Magic, Tough, resilient-ConEquipment Breastplate +1, Scourge +1, Shield +1, book of con (+1) readFey 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 innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting.The drow is a 10th -level spellcaster. Her spellcasting ability is Wisdom (save DC 16, +8 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgyCantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink4th level (3 slots): banishment, dim door, polymorph, death ward (1 slot used for animate dead)5th level (2 slots): insect plague, mass cure wounds, dominate person, modify memorySunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 16. Destroy undead of CR 1 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The drow makes two scourge attacks.Scourge +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.Sacred Flame. Ranged Spell Attack: DC 16, reach 60 ft., one target. 9 (2d8) radiant damage.Invoke Duplicity (recharges after a short or long rest): the priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her. For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (1/rest). The priestess becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell.

SUMMONED GIANT WOLF SPIDER Medium beast, unalignedArmor Class 13Hit Points 15 (2d8+2)Speed 40 ft., climb 40 ft.STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 3 (-4), WIS 12 (+1), CHA 4 (-3)Skills Perception +3, Stealth +7Senses blindsight 10ft. , darkvision 60ft., passive Perception 13Languages-Challenge 1/4 (50 XP)Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker. The spider ignores movement restrictions caused by webbing.ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

SUMMONED GIANT SPIDER CR1 Large beast, unalignedArmor Class 14 (natural armor)HitPoints 32 (4d10 + 4)Speed 30ft., climb 30ft.STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 2 (-4), WIS 11 (+0), CHA 4 (-3)Skills Stealth +7Senses blindsight 10ft., darkvision 60ft., passive Perception 10Languages-Challenge 1 (200 XP)Spider Climb.The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker.The spider ignores movement restrictions caused by webbing.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 +3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hitpoints, and is paralyzed while poisoned in this way.Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Page 22: All about Drow - Drow Campaign: Menzoberranzan …€¦ · Web viewCharger, mobile Charger If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight

High Priestesses (Yathtallaren)DROW HIGH PRIESTESS OF LOLTH, DEF=8 OFF=8 CR=8Medium humanoid (elf), neutral evilArmor Class 19 (breastplate, Shield +1)Hit Points 102 (11d8+44)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 18 (+4), CHA 16 (+3) Saving Throws Con +7, Wis +9, Cha +8Skills Insight +8, Deception +7, Persuasion +7, Religion +6, Perception +8, Stealth +3 (adv)Senses darkvision 120ft., passive Perception 18Languages Elvish, UndercommonChallenge 8 (3,900 XP)Feats: Drow High Magic, Tough, resilient-ConEquipment Breastplate +1, Scourge +1, Shield +1, piwafwi of protection +1Fey 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 innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting. The drow is an 11th -level spellcaster. Her spellcasting ability is Wisdom (save DC 16, +8 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgyCantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink (1 slot used by animate dead)4th level (3 slots): banishment, dim door, polymorph, death ward (1 slot used for animate dead)5th level (2 slots): insect plague, mass cure wounds, dominate person, modify memory6th level (1 slot): planar ally (yochlol), harmSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 16. Destroy undead of CR 2 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The drow makes two scourge attacks.Scourge +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage.Sacred Flame. Ranged Spell Attack: +8 to hit, reach 60 ft., one target. Hit: 13 (3d8) radiant damage.Invoke Duplicity. The priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her.For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (recharges after a short or long rest): The priestess becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell.

A priestess that achieves the rank of High Priestess is a force to be reckoned with. Powerful, cunning, and ruthless, they are at the top of Drow society. This High priestess is a high ranking member of a house, or even a matron mother for lower ranked houses. She is often accompanied by bodyguards but she always has 10 skeleton or zombie minions with her as well.

DROW HIGH PRIESTESS OF LOLTH, HIGH RANK/MATRON MOTHER, low rank DEF=8 OFF=10 CR=9Medium humanoid (elf), neutral evilArmor Class 20 (breastplate +1, Shield +1)Hit Points 111 (12d8+48)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 20 (+5), CHA 16 (+3) Saving Throws Con +7, Wis +10, Cha +8Skills Insight +9, Deception +7, Persuasion +7, Religion +6, Perception +9, Stealth +3 (adv)Senses darkvision 120ft., passive Perception 19Languages Elvish, UndercommonChallenge 9 (5,000 XP)Feats: Drow High Magic, Tough, resilient-ConEquipment Breastplate +1,, Scourge +1, Shield +1, piwafwi of protection +1Fey 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 innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting. The drow is a 12th -level spellcaster. Her spellcasting ability is Wisdom (save DC 17, +9 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgyCantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink (1 slot used by animate dead)4th level (3 slots): banishment, dim door, polymorph, death ward (1 slot used for animate dead)5th level (2 slots): insect plague, mass cure wounds, dominate person, modify memory6th level (1 slot): planar ally (yochlol), harmSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 17. Destroy undead of CR 2 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The drow makes two scourge attacks.Scourge +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) poison damage.Sacred Flame. Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 13 (3d8) radiant damage.Invoke Duplicity. The priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her.For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (recharges after a short or long rest): The priestess becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell.

A priestess that achieves the rank of High Priestess is a force to be reckoned with. Powerful, cunning, and ruthless, they are at the top of Drow society. This High priestess is a high ranking member of a house, or even a matron mother for lower ranked houses. She is often accompanied by bodyguards but she always has 10 skeleton or zombie minions with her as well.

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Matron Mothers (Ilharessen and Valsharessen)DROW MATRON MOTHER, Mid Rank DEF=9 OFF=11 CR=10Medium humanoid (elf), neutral evilArmor Class 21 (breastplate +2, Shield +1)Hit Points 129 (14d8+56)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 20 (+5), CHA 16 (+3) Saving Throws Con +7, Wis +10, Cha +8Skills Insight +10, Deception +8, Persuasion +8, Religion +7, Perception +10, Stealth +3 (adv)Senses darkvision 120ft., passive Perception 20Languages Elvish, UndercommonChallenge 10 (5,900 XP)Feats: Drow High Magic, Tough, resilient-ConEquipment Breastplate +2, Scourge +3, Shield +1, book of con (+1) read, piwafwi Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate Spellcasting.The matron’s innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting.The drow is a 14th -level spellcaster. Her spellcasting ability is Wisdom (save DC 18, +10 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, sacred flame, thaumaturgyCantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink4th level (3 slots): banishment, dim door, polymorph, death ward5th level (2 slots): insect plague, mass cure wounds, dominate person, modify memory6th level (1 slot): planar ally (yochlol or bebilith), harm7th level (1 slot): fire storm, plane shiftSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 18. Destroy undead of CR 3 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The drow makes two scourge attacks or dark bolt attacks.Scourge +3. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 17 (5d6) poison damage.Dark bolt. Ranged Spell Attack: +10 to hit, reach 60 ft., one target. Hit: 18 (3d8+5) necrotic damage.Poison Spray. DC 18, 10 ft range, 1 target: 3d12 poison damage.Invoke Duplicity (recharges after a short or long rest): the priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her.For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (recharges after a short or long rest): The matron mother becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell.

Matron mothers are all accomplished high priestesses of Lloth. This matron mother (Ilharess) represents the head of a drow house of mid rank.

DROW MATRON MOTHER, High Rank DEF=11 OFF=11 CR=11Medium humanoid (elf), neutral evilArmor Class 22 (breastplate +2, Shield +1, piwafwi +1)Hit Points 147 (16d8+64)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 20 (+5), CHA 16 (+3) Saving Throws Con +9, Wis +12, Cha +10Skills Insight +10, Deception +8, Persuasion +8, Religion +7, Perception +10, Stealth +3 (adv)Senses darkvision 120ft., passive Perception 20Languages Elvish, UndercommonChallenge 11 (7,200 XP)Feats: Drow High Magic, Tough, resilient-Con, War CasterEquipment Breastplate +2, Scourge +3, Shield +1, book of con (+1, read), piwafwi of protection +1Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate Spellcasting.The matron’s innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting.The drow is a 16th -level spellcaster. Her spellcasting ability is Wisdom (save DC 18, +10 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, sacred flame, thaumaturgyCantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink4th level (3 slots): banishment, dim door, polymorph, death ward5th level (2 slots): insect plague, mass cure wounds, dominate person, modify memory6th level (1 slot): planar ally (yochlol or bebilith), harm7th level (1 slot): fire storm, plane shift8th level (1 slot): Antimagic FieldSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 19. Destroy undead of CR 3 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The drow makes two scourge attacks or dark bolt attacks.Scourge +3. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 17 (5d6) poison damage.Dark bolt. Ranged Spell Attack: +10 to hit, reach 60 ft., one target. Hit: 18 (3d8+5) necrotic damage.Poison Spray. DC 19, 10 ft range, 1 target: 3d12 poison damage.Invoke Duplicity (recharges after a short or long rest): the priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her.For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (recharges after a short or long rest): The matron mother becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell.

Matron mothers are all accomplished high priestesses of Lloth. This matron mother (Valsharess) represents the head of a drow house of high rank.

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DROW MATRON MOTHER, MEZ’BARRIS ARMGO DEF=10 OFF=15 CR=12Medium humanoid (elf), neutral evilArmor Class 21 (breastplate +2, fighting style-armor, dual wielder, piwafwi)Hit Points 163 (20d8+60)Speed 30ft.STR 20 (+5), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 18 (+4), CHA 14 (+2) Saving Throws Con +8 (adv to maintain conc), Wis +9, Cha +7Skills Insight +10, Deception +8, Persuasion +8, Religion +7, Perception +10, Stealth +2 (adv)Senses darkvision 120ft., passive Perception 20Languages Elvish, UndercommonChallenge 12 (8,400 XP)Feats: Drow High Magic, resilient-Con, war caster, flail masteryEquipment Breastplate +2, Qu’lith and Qu’ente, twin flails +1, book of con (+1, read), piwafwi of protection +1, Mez’barris’ gloves (+4 Str).Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.Innate Spellcasting.The matron’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicSpellcasting.The drow is a 13th -level spellcaster. Her spellcasting ability is Wisdom (save DC 17, +9 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, sacred flame, thaumaturgyCantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders or 8 wolf spiders), dispel magic, animate dead, blink4th level (3 slots): banishment, dim door, polymorph, death ward5th level (2 slots): insect plague, mass cure wounds, dominate person, modify memory6th level (1 slot): planar ally (yochlol or bebilith), harm7th level (1 slot): fire storm, plane shiftSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 18. Destroy undead of CR 3 or lower.Invoke Duplicity (see below).Opportunity slam. When Mez’barris hits with an opportunity attack using a flail, the target must succeed on a Strength saving throw DC 18 or be knocked prone.ACTIONSMultiattack. The drow makes three attacks with her twin maces, or two dark bolt attacks. Mez’barris inflicts a critical hit on a 19-20 with her flail and gains a +2 to hit bonus with her flail if the opponent is using a shield. ‘Blood’, Flail +1. Melee Weapon Attack: +12 to hit or +14 vs. shield user (Crit 19-20), reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage plus 17 (5d6) poison damage. On a 20, the target takes an extra 10 points of necrotic damage if it isn’t a construct or undead and the wielder gains 10 temporary hit points.‘Guts’, Flail +1. Melee Weapon Attack: +12 to hit or +14 vs. shield user (Crit 19-20), reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage plus 17 (5d6) poison damage.Dark bolt. Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 17 (3d8+4) necrotic damage.Poison Spray. DC 18, 10 ft range, 1 target: 3d12 poison damage.Invoke Duplicity (recharges after a short or long rest): the priestess creates a perfect illusion of herself that lasts for 1 minute, or until she loses her concentration (as if she were concentrating on a spell).The illusion appears in an unoccupied space that the priestess can see within 30 feet of herself. As a bonus action on the priestess’ turn, she can move the illusion up to 30 feet to a space the priestess can see, but it must remain within 120 feet of her.For the duration, the priestess can cast spells as though she were in the illusion's space, but she must use her own senses. Additionally, when both the priestess and her illusion are within 5 feet of a creature that can see the illusion, the priestess has advantage on attack rolls against that creature, given how distracting the illusion is to the target.Cloak of Shadows (recharges after a short or long rest): The matron mother becomes invisible until the end of her next turn. She becomes visible if she attacks or cast a spell.

Qu’lith (Blood) +1 Flail This +1 flail inflicts an extra 1d6 points of poison damage. In the hands of a female drow cleric of at least 10th level, it inflicts an extra 5d6 poison damage instead. On a 20, the target takes an extra 10 points of necrotic damage if it isn’t a construct or undead, and the wielder gains 10 temporary hit points if it isn’t a construct or undead.

Qu’ente (Guts) +1 FlailThis +1 flail inflicts an extra 1d6 points of poison damage. In the hands of a female drow cleric of at least 10th level, it inflicts an extra 5d6 poison damage instead. It is also enchanted to be wielded with the off-hand. The wielder can apply its full str modifier to damage when dual wielding it in the off-hand, and the wielder gains +1 armor class.

Mez’Barris’ GlovesThese arm-length, open fingered evening gloves appear delicate and spun from spider silk. These gloves grant a +4 bonus to strength. These gloves cannot bring the wearer’s strength higher than 22.

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Drow Pets and MountsTRAINED GIANT LIZARD DEF= 1/4 OFF=1Large beast, unalignedArmor Class 15 (scale armor barding)Hit Points 28 (3d10+6)Speed 30ft., climb 30ft., swim 30ft.STR16 (+3), DEX 12 (+1), CON 14 (+2), INT 2 (-4), WIS 10 (+0), CHA 5 (-3)Senses darkvision 30ft., passive Perception 10Languages-Challenge 1/2 (100 XP)Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.

GIANT SPIDER CR1 Large beast, unalignedArmor Class 14 (natural armor)HitPoints 32 (4d10+4)Speed 30ft., climb 30ft.STR 14 (+2), DEX16 (+3), CON 12 (+1), INT 2 (-4), WIS 11 (+0), CHA 4 (-3)Skills Stealth +7Senses blindsight 10ft., darkvision 60ft., passive Perception 10Languages-Challenge 1 (200 XP)Spider Climb.The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker.The spider ignores movement restrictions caused by webbing.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 +3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hitpoints, and is paralyzed while poisoned in this way.Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

GIANT WOLF SPIDER Medium beast, unalignedArmor Class 13Hit Points 15 (2d8+2)Speed 40 ft., climb 40 ft.STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 3 (-4), WIS 12 (+1), CHA 4 (-3)Skills Perception +3, Stealth +7Senses blindsight 10ft. , darkvision 60ft., passive Perception 13Languages-Challenge 1/4 (50 XP)Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker. The spider ignores movement restrictions caused by webbing.ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

GIANT BAT MOUNT DEF 1/2 OFF=1Large beast, unalignedArmor Class 15 (studded leather barding)Hit Points 40 (5d10+10)Speed 15ft., fly 70ft.STR 16 (+3), DEX 16 (+3), CON 14 (+2), INT 2 (-4), WIS 12 (+1) , CHA 6 (-2)Skills Stealth +5Senses blindsight 60ft., passive Perception 11Languages-Challenge 1/2 (100 XP)Echolocation. The giant shadow bat can’t use its blindsight while deafened.Keen Hearing. The giant shadow bat has advantage on Wisdom (Perception) checks that rely on hearing.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage.

WYVERN DEF=4 OFF=7.5Large dragon, unalignedArmor Class 14 (ring mail barding)Hit Points 121 (13d10+39)Speed 20ft., fly 80ft.STR 20 (+5), DEX 10 (+0), CON 16 (+3), INT 5 (-3), WIS 12 (+1), CHA 6 (-2)Skills Perception +4Senses darkvision 60 ft. , passive Perception 14Languages -Challenge 6 (2,300 XP)ACTIONSMultiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 12 (2d6+5) piercing damage.Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.Stinger. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 12 (2d6+5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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Driders and petsDRIDER, WIZARD DEF=10 OFF=6Large monstrosity, chaotic evilArmor Class 19 (natural armor) 24 with Shield spellHit Points 134 (13d10 +52)Speed 30ft., climb 30ft.STR 16 (+3), DEX 16 (+3), CON 18 (+4), INT 16 (+3), WIS 14 (+2), CHA 12 (+1)Saving Throws Con +7Skills Perception +5, Stealth +9Senses darkvision 120ft., passive Perception 15Languages Elvish, UndercommonChallenge 8 (3,900 XP)Feat. Elemental adept (fire)Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells , requiring no material components:At will : dancing lights1/day each: darkness, faerie fireSpellcasting. The drow is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:Cantrips: Firebolt (2d10), True Strike, Message, prestidigitationLvl 1: 4/day: Shield, absorb elements, m. missileLvl 2: 3/day: Mirror Image, misty step, invisibilityLvl 3: 3/day: Fireball, Fly, Dispel MagicSpider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Walker. The drider ignores movement restrictions caused by webbing.ACTIONSMultiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 9 (2d8) poison damage.Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.Longbow. Ranged Weapon Attack: +6 to hit, range 120/600ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.

DRIDER, CLERIC DEF=9 OFF=7Large monstrosity, chaotic evilArmor Class 19 (natural armor)Hit Points 134 (13d10 +52)Speed 30ft., climb 30ft.STR 16 (+3), DEX 16 (+3), CON 18 (+4), INT 13 (+1), WIS 16 (+3), CHA 12 (+1)Saving Throws Con +7Skills Perception +6, Stealth +9Senses darkvision 120ft., passive Perception 16Languages Elvish, UndercommonChallenge 8 (3,900 XP)Feat. Resilient-conFey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 14). The drider can innately cast the following spells , requiring no material components:At will : dancing lights1/day each: darkness, faerie fireSpellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spellsprepared from the cleric spell list:Cantrips (at will): poison spray, thaumaturgy1st level (4 slots): bane, detect magic, sanctuary, disguise self2nd level (3 slots): hold person, silence, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders), dispel magic, blink4th level (2 slots): divination, freedom of movement, dim door, polymorphSpider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Walker. The drider ignores movement restrictions caused by webbing.ACTIONSMultiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 9 (2d8) poison damage.Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.Longbow. Ranged Weapon Attack: +6 to hit, range 120/600ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.

GIANT SPIDER CR1 Large beast, unalignedArmor Class 14 (natural armor)HitPoints 32 (4d10 + 4)Speed 30ft., climb 30ft.STR 14 (+2), DEX16 (+3), CON 12 (+1), INT 2 (-4), WIS 11 (+0), CHA 4 (-3)Skills Stealth +7Senses blindsight 10ft., darkvision 60ft., passive Perception 10Languages-Challenge 1 (200 XP)Spider Climb.The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker.The spider ignores movement restrictions caused by webbing.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 +3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hitpoints, and is paralyzed while poisoned in this way.Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

DRIDER DEF=7 OFF=5Large monstrosity, chaotic evilArmor Class 20 (natural armor, blade mastery)Hit Points 134 (13d10 +52)Speed 30ft., climb 30ft.STR 16 (+3), DEX 16 (+3), CON 18 (+4), INT 13 (+1), WIS 14 (+2), CHA 12 (+1)Skills Perception +5, Stealth +9Senses darkvision 120ft., passive Perception 15Languages Elvish, UndercommonChallenge 6 (2,300 XP)Feat. Blade MasteryFey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells , requiring no material components:At will : dancing lights1/day each: darkness, faerie fireSpider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Walker. The drider ignores movement restrictions caused by webbing.ACTIONSMultiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 9 (2d8) poison damage.Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.Longbow. Ranged Weapon Attack: +6 to hit, range 120/600ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.

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GIANT WOLF SPIDER Medium beast, unalignedArmor Class 13Hit Points 15 (2d8+2)Speed 40 ft., climb 40 ft.STR 12 (+1), DEX 16 (+3), CON 12 (+1), INT 3 (-4), WIS 12 (+1), CHA 4 (-3)Skills Perception +3, Stealth +7Senses blindsight 10ft. , darkvision 60ft., passive Perception 13Languages-Challenge 1/4 (50 XP)Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker. The spider ignores movement restrictions caused by webbing.ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

DRIDER VAMPIRES, CLERICS DEF=10 OFF=8Large monstrosity, chaotic evilArmor Class 20 (natural armor)Hit Points 134 (13d10 +52)Speed 30ft., climb 30ft.STR 18 (+4), DEX 18(+4), CON 18 (+4), INT 10 (+0), WIS 16 (+3), CHA 12(+1)Skills Perception +5, Stealth +9Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical weaponsSenses darkvision 120ft., passive Perception 15Languages Elvish, UndercommonChallenge 9 (3,900 XP)Fey Ancestry.The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate Spellcasting.The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells , requiring no material components:At will : dancing lights1/day each: darkness, faerie fireSpider Climb.The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity.While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Walker.The drider ignores movement restrictions caused by webbing.Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Vampire Weaknesses. The vampire has the following flaws:Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.Stake to the Heart.The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Spellcasting: The driders cast spells as 8th level Clerics DC 14, +7 to hitCantrips (at will): Chill Touch, Resistance1st level (4 slots): Shield of Faith, Cure Wounds, Guiding Bolt2nd level (3 slots): Spiritual Weapon, Hold Person, mirror image3rd level (3 slots): Dispel Magic, Spirit Guardians, Animate Dead (cast)4th level (2 slots): divination, freedom of movement, dim door, polymorphACTIONSMultiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) piercing damage plus 9 (2d8) poison damage.Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage plus 4 (1d8) poison damage.

HAZARD: WEBSAn area covered by giant spider webs are classed as difficult terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hitpoints, vulnerability to fire, and immunity to piercing, bludgeoning, and psychic damage.Restrained:A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.

DRIDER TRAP: Falling Net (Poisoned Web).Tripwire triggers trap. The net is concealed among spider webs in the ceiling but the tripwire can be spotted. The net is made from Drider spider web, and drider poison is mixed with certain fungi to change the delivery of the poison to contact, and the net is laced with it.DC TO SPOT: 15, disadvantage if not on front row of party.DC TO DISARM: 15 with tools, disadvantage without tools.When the trap is triggered, the net falls down, covering a 10x10 foot area. Those in the area are restrained and those who fail a DC 12 strength check are also knocked prone. Escape DC 12 Str check by using an action. The web has AC 10 and 20 hitpoints and is immune to piercing, bludgeoning, poison, and psychic damage.A secondary effect is that the net is laced with contact poison. Those in the area must make a Con save DC 14 or take 18 (4d8) poison damage, save for half.

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Demons Yochlol, Bebilith

YOCHLOL DEF=8 OFF=8Medium fiend (demon, shapechanger), chaotic evilArmor Class 15 (natural armor)Hit Points 147 (16d8+64)Speed 30ft., climb 30ft.STR 16 (+3), DEX 14 (+2), CON 18 (+4), INT 13 (+1), WIS 16 (+3), CHA 16 (+3)Saving Throws Dex +6, lnt +5, Wis +6, Cha +7Skills Deception +11, Insight +7Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120ft., passive Perception 12Languages Abyssal, Elvish, UndercommonChallenge 10 (5,900 XP)Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects.Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Innate Spellcasting. The yochlol's spellcasting ability is Charisma (spell save DC 15). The yochlol can innately cast the following spells, requiring no material components:At will: detect thoughts, web1/day: dominate personWeb Walker. The yochlol ignores movement restrictions caused by webbing.ACTIONSMultiattack. The yochlol makes two melee attacks.Slam (Bite in Spider Form). Melee Weapon Attack: +7 to hit, reach 5 ft. (10ft. in demon form), one target. Hit: 6 (1d6 + 3) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.While in mist form, the yochlol is incapacitated (except for using mist form) and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.

BEBILITH DEF=18 OFF=13.5 CR= 16 Huge Fiend (demon) chaotic evilArmor Class 18 (natural armour)Hit Points 192 hp (17d12+68) Speed 40ft., climb 30ft.STR 26 (+8), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 16 (+3), CHA 16 (+3) Saving Throws. Str +11, Wis +8Skills. Perception +8, Stealth +8Damage Resistance. cold, fire, lightning; bludgeoning, piercing, slashing form non-magical attacks.Damage immunities. poisonCondition immunities. poisonedSenses. blindsight 60ft, darkvision 120ft; passive perception 18Languages. Abyssal (cannot speak), Telepathy 120ftChallenge 16 (15,000 XP)Demonbane Poison. Against fiends, the bebilith's poison damage is treated as acid damage.Innate Spellcasting: The bebilith’s innate spellcasting is Charisma (spell save DC 18). The bebilith can innately cast the following spell, requiring no spell components: At will: Plane ShiftLegendary Resistance (2/Day). If the bebilith fails a saving throw, it can choose to succeed instead.Magic Weapons: The bebilith’s natural attacks are magical.Magic Resistance. The bebilith has advantage on saving throws against spells and other magical effects.Spider Climb: The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity: While in sunlight, the bebilith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Sense: While in contact with a web, the bebilith knows the exact location of any other creature in contact with the same web.Web Walker: The bebilith ignores movement restrictions caused by webbing.To snare its prey, a bebilith spins elaborate webs or shoots sticky strands of webbing from its abdomen. Bebiliths are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.ACTIONSMultiattack. The bebilith makes one bite and two claw attacks.Bite: Melee weapon attack: +13 to hit, reach 5ft, one target: Hit: 21 (3d8+8) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.Claw: Melee weapon attack: +13 to hit, reach 10ft, one target: Hit: 18 (3d6+8) slashing and piercing damage. If both claw attacks hit, the shield or armor worn by the victim gets damaged and loses one point of protection until repaired.REACTIONSWeb (Recharge 5-6): Ranged Weapon Attack: +9 to hit; range 50/100 ft., one Gargantuan or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 18 Acrobatics or Athletics check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 20 hit points, immunity to bludgeoning, piercing, poison and psychic damage.

NIGHTMARE DEF=2.5 OFF=3.5Large fiend, neutral evilArmor Class 14 (natural armor)Hit Points 92 (8d10+40)Speed 60ft., fly 90ft.STR 18 (+4), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 15 (+2)Damage Immunities fireSenses passive Perception 12Languages understands Abyssal, Common, and Infernal but can't speakChallenge 3 (700 XP)Feats. ToughConfer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.ACTIONSHooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

BABAU DEF=4.5 OFF=4Medium fiend (demon), chaotic evilArmor Class 16 (natural armor)Hit Points 91 (11d8+33)Speed 40 ft.STR 20 (+5), DEX 16 (+3), CON 16 (+3), INT 11 (+0), WIS 12(+1), CHA 14 (+2)Skills Perception +5, Stealth +5Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities poisonedSenses darkvision l 20 ft., passive Perception l 5Languages AbyssalChallenge 4 (1,100 XP)Innate Spellcasting. The babau's innate spellcasting ability is Wisdom (spell save DC 12). The babau can innately cast the following spells, requiring no material components: At will: darkness, dispel magic. fear, heat metal, levitateACTIONSMultiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) piercing damage, or 9 (1d8+5) piercing damage when used with two hands to make a melee attack.Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Glabrezu, Hezrou, Vrock, Shadow DemonGLABREZU DEF=10 OFF=8.5Large fiend (demon), chaotic evilArmor Class 18 (natural armor)Hit Points 184 (15d10+90)Speed 40ft.STR 20 (+5), DEX 16 (+3), CON 22 (+6), INT 20 (+5), WIS 17 (+3), CHA 16 (+3)Saving Throws Str +9, Con +10, Wis +7, Cha +7Skills Persuasion +7, Deception +7, Intimidate +7Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities poisonedSenses truesight 120ft., passive Perception 13Languages Abyssal, telepathy 120ft.Challenge 9 (5,000 XP)Feats: Skilled, GrapplerInnate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 17). The glabrezu can innately cast the following spells, requiring no material components:At will: darkness, detect magic, dispel magic1/day each: confusion, fly, power word stunMagic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.Summon Demon (1 /Day). The demon chooses what to summon and attempts a magical summoning. It has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.ACTIONSMultiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.Pincer. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. The glabrezu has advantage on attack rolls against a creature it is grappling.Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

SHADOW DEMON DEF=4 OFF=3Medium fiend (demon), chaotic evilArmor Class 14Hit Points 66 (12d8+12)Speed 30ft., fly 30ft.STR 1 (-5), DEX 18 (+4), CON 12 (+1), INT 14 (+2), WIS 13 (+1), CHA 14 (+2)Saving Throws Dex +6, Cha +4Skills Stealth +8Damage Vulnerabilities radiantDamage Resistances acid, fire , necrotic, thunder; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities cold, lightning, poisonCondition Immunities exhaustion, grappled, paralyzed, petrified, poisoned , prone, restrainedSenses darkvision 120ft., passive Perception 11Languages Abyssal, telepathy 120ft.Challenge 4 (1,100 XP)Incorporeal Movement. The shadow demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.ACTIONSClaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) psychic damage or, if the demon had advantage on the attack roll, 18 (4d6 + 4) psychic damage.

HEZROU DEF=8 OFF=8Large fiend (demon), chaotic evilArmor Class 17 (natural armor)Hit Points 147 (13d10 + 65)Speed 40ft.STR 20 (+5), DEX 18 (+4), CON 20 (+5), INT 5 (- 3), WIS 12 (+1), CHA 13 (+1)Saving Throws Str +7, Con +8, Wis +4Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120 ft ., passive Perception 11Languages Abyssal, telepathy 120 ft.Challenge 8 (3,900 XP)Feats. Charger, mobileCharger. If the Hezrou takes a dash action (extra 40 ft move) and moves at least 10 feet in a straight line immediately before taking a bonus action to attack, the hezrou inflicts +5 damage.Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.Summon Demon (1 /Day). The demon chooses what to summon and attempts a magical summoning. It has a 30 percent chance of summoning 2d6 dretches or one hezrou.ACTIONSMultiattack. The hezrou makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

VROCK DEF=6.5 OFF=5Large fiend (demon), chaotic evilArmor Class 16 (natural armor)Hit Points 136 (11d10 + 66)Speed 40 ft., fly 60 ft.STR 18 (+4), DEX 16 (+3), CON 18 (+4), INT 8 (-1), WIS 14 (+2), CHA 8 (-1)Saving Throws Dex +5, Wis +4, Cha +2Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponsDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120ft., passive Perception 12Languages Abyssal, telepathy 120ft.Challenge 6 (2,300 XP)Feat. ToughMagic Resistance. The vrock has advantage on saving throws against spells and other magical effects.Summon Demon (1 /Day). The demon chooses what to summon and attempts a magical summoning. It has a 30 percent chance of summoning 2d4 dretches or one vrock.ACTIONSMultiattack. The vrock makes two attacks: one with its beak and one with its talons.Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 15 Constitution saving throw or be stunned until the end of the vrock's next turn.

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Balor and MarilithBALORHuge fiend (demon), chaotic evilArmor Class 20 (natural armor)Hit Points 320 (21d12+168)Speed 40ft., fly 80ft.STR 26 (+8), DEX 16 (+3), CON 22 (+6), INT 20 (+5), WIS 16 (+3), CHA 22 (+6)Saving Throws Str +14, Con +12, Wis +9, Cha +12Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities fire, poisonCondition Immunities poisonedSenses truesight 120ft., passive Perception 13Languages Abyssal, telepathy 120ft.Challenge 19 (22,000 XP)Feats. Tough, magic initiateDeath Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.Magic Weapons. The balor's weapon attacks are magical.Innate Spellcasting.The Balor’s innate spellcasting ability is Charisma (spell save DC 20, +12 to attack, 19th level caster). It can innately cast the following spells, requiring no material components: At will: eldritch blast, minor illusion1/day: hexSummon Demon (1/Day). The balor chooses what to summon and attempts a magical summoning. It has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2, mariliths, or one goristro.ACTIONSMultiattack. The balor makes two attacks: one with its longsword and one with its whip.Longsword. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.Whip. Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

MARlLITHLarge fiend (demon), chaotic evilArmor Class 19 (natural armor, parrying stance)Hit Points 238 (18d10+126)Speed 40ft.STR 18 (+4), DEX 20 (+5), CON 20 (+5), INT 18 (+4), WIS 16 (+3), CHA 20 (+5)Saving Throws Str +9, Con +10, Wis +8, Cha +10Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities poisonedSenses truesight 120ft., passive Perception 13Languages Abyssal, telepathy 120ft.Challenge 16 (15,000 XP)Feats. Tough, Blade MasteryMagic Resistance. The marilith has advantage on saving throws against spells and other magical effects.Magic Weapons. The marilith's weapon attacks are magical.Opportunist. When the marilith makes an opportunity attack, she gains advantage on the attack roll.Reactive. The marilith can take one reaction on every turn in a combat. One of them is used to keep up parrying stance.Summon Demon (1/Day). The marilith chooses what to summon and attempts a magical summoning. It has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.ACTIONSMultiattack. The marilith makes seven attacks: six with its longswords and one with its tail.Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.REACTIONSParry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

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DraeglothsDRAEGLOTH DEF=5.5 OFF=8Large fiend (demon), chaotic evilArmor Class 16 (natural armor)Hit Points 134 (13d10 + 52)Speed 40 ft.STR 20 (+5), DEX 16 (+3), CON 18 (+4), INT 13 (+1), WIS 11 (+0), CHA 11 (+0)Saving Throws Str +8 Con +7Skills Perception +3, Stealth +5Damage Resistances cold, fire, lightningDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120 ft., passive Perception 13Languages Abyssal, Elvish, UndercommonChallenge 7 (2,900 XP)Feats: Mage Slayer, MobileWhen the draegloth damages a creature that is concentrating on a spell, that creature has disadvantage on saving throws it makes to maintain concentration.The draegloth gains advantage to saving throws vs. spells cast by creatures within 5 feet of it.Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.Innate Spellcasting. The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately castthe following spells, requiring no material components:At will: darkness1/day each: confusion, dancing lights, faerie fireACTIONSMultiattack. The draegloth makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.REACTIONWhen a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

DRAEGLOTH FAVOURED ONE DEF=8 OFF=10Large fiend (demon), chaotic evilArmor Class 16 (natural armor)Hit Points 134 (13d10 + 52)Speed 40 ft.STR 20 (+5), DEX 16 (+3), CON 18 (+4), INT 13 (+1), WIS 16 (+3), CHA 11 (+0)Saving Throws Str +8 Con +7 (adv on conc. checks to maintain spells), Wis +6Skills Perception +3, Stealth +5Damage Resistances cold, fire, lightningDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120 ft., passive Perception 13Languages Abyssal, Elvish, UndercommonChallenge 9 (5,000 XP)Feats: Mobile, Drow High Magic, War CasterFey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.Innate Spellcasting. The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately castthe following spells, requiring no material components:At will: darkness, detect magic1/day each: confusion, dancing lights, faerie fire, dispel magic, levitateSpellcasting.The draegloth is a 7th -level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:Cantrips (at will): guidance, poison spray, sacred flame, thaumaturgy1st level (4 slots): cure wounds, shield of faith, charm person, disguise self2nd level (3 slots): spiritual weapon, protection from poison, web, mirror image, pass without trace3rd level (3 slots): conjure animals (2 giant spiders), dispel magic, animate dead, blink (1 slot used for animate dead)4th level (1 slot): banishment, dim door, polymorph, death wardACTIONSMultiattack. The draegloth makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) slashing damage.

DRAEGLOTH OVERSEER DEF=9 OFF=9Large fiend (demon), chaotic evilArmor Class 16 (natural armor)Hit Points 134 (13d10 + 52)Speed 40 ft.STR 20 (+5), DEX 16 (+3), CON 18 (+4), INT 13 (+1), WIS 11 (+0), CHA 11 (+0)Saving Throws Str +9 Con +8Skills Perception +3, Stealth +5Damage Resistances cold, fire, lightningDamage Immunities poisonCondition Immunities poisonedSenses darkvision 120 ft., passive Perception 13Languages Abyssal, Elvish, UndercommonChallenge 9 (5,000 XP)Feats: Mage Slayer, MobileWhen the draegloth damages a creature that is concentrating on a spell, that creature has disadvantage on saving throws it makes to maintain concentration.The draegloth gains advantage to saving throws vs. spells cast by creatures within 5 feet of it.Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.Innate Spellcasting. The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:At will: darkness; 1/day each: confusion, dancing lights, faerie fireRage (Recharges after a Short or Long Rest). As a bonus action, the draegloth can enter a rage at the start of its turn. The rage lasts for 1 minute or until the draegloth is incapacitated. While raging, the draegloth gains the following benefits:• The draegloth has advantage on Strength checks and Strength saving throws• When it makes a melee weapon attack, the draegloth gains a +2 bonus to the damage roll.• The draegloth has resistance to bludgeoning, piercing, and slashing damage.ACTIONSMultiattack. The draegloth makes three attacks: one with its bite and two with its claws.Bite (raging). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (2d10+7) piercing damage.Claws (raging). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) slashing damage.REACTIONWhen a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

CAMBION DEF=5.5 Off=4.5Medium fiend, any evil alignmentArmor Class 21 ( scale mail, shield)Hit Points 91 (11d8+33)Speed 30ft., fly 60ft.STR 18 (+4), DEX 18 (+4), CON 16 (+3), INT 14 (+2), WIS 12 (+1), CHA 16 (+3)Saving Throws Str +7, Con +6, lnt+5, Cha +6Skills Deception +6, Intimidation +6, Perception +4, Stealth +7Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weaponsSenses darkvision 60ft., passive Perception 14Languages Abyssal, Common, InfernalChallenge 5 (1,800 XP)Fiendish Blessing.The AC of the cambion includes its Charisma bonus.Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)ACTIONSMultiattack. The cambion makes two melee attacks or uses its Fire Ray twice.Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12+4) piercing damage, plus 3 (1d6) fire damage.Longsword. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 8 (1d8+4) slashing damage, plus 3 (1d6) fire damage.Fire Ray. Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: 10 (3d6) fire damage.Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.

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MAUREZHI DEF=7 OFF=7Medium fiend (demon) , chaotic evilArmor Class 16 (natural armor)Hit Points 99 (16d8+16)Speed 30 ft.STR 14 (+2), DEX 18 (+4), CON 12 (+1), INT 11 (+0), WIS 12 (+ 1), CHA 16 (+3)Skills Deception +6Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities charmed, exhaustion, poisonedSenses darkvision 120 ft., passive Perception 11Languages Abyssal, Elvish, telepathy 120 ft.Challenge 7 (2,900 XP)Assume Form. The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.Magic Resistance. The maurezhi has advantage on saving throws against spells and other magical effects.ACTIONSMultiattack. The maurezhi makes two attacks: one with its bite and one with its claws.Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for l minute. The target can repeat the saving throw at the e n d of each of its turns, ending the effect on itself on a success.Raise Ghoul (Recharge 5-6). The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target revived with all its hit points.

NALFESHNEE DEF=13 OFF=13Large fiend (demon), chaotic evilArmor Class 18 (natural armor)Hit Points 228 (16d10+128)Speed 20ft., fly 30ft.STR 22 (+6), DEX 10 (+0), CON 22 (+6), INT 20 (+5), WIS 12 (+1 ), CHA 16 (+3)Saving Throws Con +11, lnt +10, Wis +6, Cha +8Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from non-magical weaponsDamage Immunities poisonCondition Immunities poisonedSenses truesight 120 ft. , passive Perception 11Languages Abyssal, telepathy 120ft.Challenge 13 (10,000 XP)Feats: tough, magic initiateInnate Spellcasting. The nalfeshnee’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:Cantrips: firebolt (3d10, +10 to Hit) , ray of frost (3d8, +10 to hit) 1/day: ShieldMagic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.Summon Demon (1 /Day). The demon chooses what to summon and attempts a magical summoning. It has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.ACTIONSMultiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (5d10+6) piercing damage.Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 16 (3d6+6) slashing damage.Horror Nimbus (Recharge 5-6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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Cult of GhaunadaurCultists

DUERGAR CULT FANATIC DEF=2 OFF=4Medium humanoid (any race), any non-good alignmentArmor Class 16 (breastplate)Hit Points 51 (6d8+18)Speed 30ft.STR 14 (+2), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 8 (-1)Saving Throws Con +3, Wis +4Skills Deception +4, Persuasion +4, Religion +2, Stealth +4Senses passive Perception 10Languages Elf, undercommonChallenge 3 (700 XP)Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.Liquid Movement. As an action, the cultist can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:Cantrips (at will) : acid splash, sacred flame, thaumaturgy 1st level (4 slots): inflict wounds, shield of faith, fog cloud, faerie fire2nd level (3 slots): hold person, spiritual weapon, alter self, melf’s acid arrowACTIONSMultiattack. The fanatic makes two melee attacks.Maul Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) bludgeoning damage.Acid Splash. Ranged Spell Attack: +4 to hit, reach 60 ft., one target, or two targets within 5 feet of each other. Hit: 3 (1d6) acid damage.Conjure Ooze (Recharges after a long rest). The cult fanatic can conjure a gelatinous cube or an ochre jelly, which appears within 30 feet of the cultist. The ooze remains for 1 hour and requires concentration to control.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

DROW CULT FANATIC DEF=2 OFF=4Medium humanoid (any race), any non-good alignmentArmor Class 17 (studded leather armor, shield)Hit Points 39 (6d8+6)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)Saving Throws Con +3, Wis +4Skills Deception +4, Persuasion +4, Religion +2, Stealth +5Senses passive Perception 10Languages Elf, undercommonChallenge 3 (700 XP)Feat. Crossbow expertDark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.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 12). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fireLiquid Movement. As an action, the cultist can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting. The fanatic is a 5th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:Cantrips (at will) : acid splash, sacred flame, thaumaturgy 1st level (4 slots):, inflict wounds, shield of faith, fog cloud, faerie fire2nd level (3 slots): hold person, spiritual weapon, alter self, melf’s acid arrow3rd level (2 slots): dispel magic, stinking cloud, gaseous formACTIONSMultiattack. The fanatic makes two melee or ranged attacks.Acid Splash. Ranged Spell Attack: +4 to hit, reach 60 ft., one target, or two targets within 5 feet of each other. Hit: 3 (1d6) acid damage.Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) piercing damage.Crossbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage.Conjure Ooze (Recharges after a long rest). The cult fanatic can conjure a gelatinous cube or an ochre jelly, which appears within 30 feet of the cultist. The ooze remains for 1 hour and requires concentration to control.

ORC CULTIST DEF=1/8 OFF=2medium humanoid (orc), any non-good alignmentArmor Class 13 (leather armor)Hit Points 19 (2d8+6)Speed 30ft.STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 7 (+-2), WIS 11 (+0), CHA 10 (+0)Skills Intimidation +2, Religion +2Senses darkvision 60ft, passive Perception 10Languages orc, common, undercommonChallenge 1/2 (100 XP)Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.ACTIONSGreataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (1d12+3) slashing damage.Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft or range 30/120ft., one creature. Hit: 6 (1d6+3) piercing damage.

GOBLIN CULTIST DEF=1/8 OFF=1/4small humanoid (goblin), any non-good alignmentArmor Class 13 (leather armor)Hit Points 13 (2d8)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 11 (+0), CHA 10 (+0)Skills Deception +2, Religion +2Senses darkvision 60ft, passive Perception 10Languages goblin, undercommonChallenge 1/4 (50 XP)Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.ACTIONSScimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) slashing damage.Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one creature. Hit: 6 (1d8+2) piercing damage.

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High CultistsDROW HIGH PRIEST OF GHAUNADAUR Def=3 Off=6.5 CR=5Medium humanoid (elf), neutral evilArmor Class 18 (breastplate, shield)HitPoints 67 (9d8+24)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 12 (+1) Saving Throws Con +6, Wis +7, Cha +5Skills Deception +9, Perception +7, Persuasion +5, Religion +5, Stealth +7Senses darkvision 120ft., passive Perception 16Languages Elvish, UndercommonChallenge 6 (2,300 XP)Feats: Resilient-Con, ToughEquipment Breastplate, Scourge +1, Shield +1Dark Devotion. The priest has advantage on saving throws against being charmed or frightened.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 innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fire, levitate (self only), dispel magicLiquid Movement. As an action, the cultist can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.Spellcasting.The drow is an 9th -level spellcaster. His spellcasting ability is Wisdom (save DC 15, +7 to hit with spell attacks). The drow has the following cleric spells prepared:Cantrips (at will) : acid splash, sacred flame, thaumaturgy1st level (4 slots): command, inflict wounds, fog cloud, faerie fire, shield of faith2nd level (3 slots): alter self, hold person, melf’s acid arrow, spiritual weapon3rd level (3 slots): animate dead, dispel magic, gaseous form, stinking cloud4th level (3 slots): banishment, blight, confusion, divination5th level (1 slot): cloudkill, dream, flame strike, Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Channel Divinity 2/rest: Turn Undead. DC 14. Destroy undead of CR 1 or lower.Invoke Duplicity (see below).ACTIONSMultiattack. The high priest makes two melee attacks.Rapier Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) poison damage.Acid Splash. Ranged Spell Attack: +7 to hit, reach 60 ft., one target, or two targets within 5 feet of each other. Hit: 10 (2d6+3) acid damage.Conjure Ooze (Recharges after a long rest). The priest can conjure a black pudding which appears within 30 feet of the cultist. The ooze remains for 1 hour and requires concentration to control.

DUERGAR HIGH PRIEST OF GHAUNADAUR DEF=3 OFF=6.5Medium humanoid (dwarf), any non-good alignmentArmor Class 16 (breastplate)Hit Points 83 (9d8+45)Speed 30ft.STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 16 (+3), CHA 8 (-1)Saving Throws Con +7, Wis +7, Charisma +3Skills Deception +7, Insight +7, Persuasion +3, Religion +7, Stealth +6Senses passive Perception 10Languages Elf, undercommonChallenge 6 (2,300 XP)Feats: ToughDark Devotion. The priest has advantage on saving throws against being charmed or frightened.Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.Liquid Movement. As an action, the cultist can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting. The priest is a 9th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The high priest has the following cleric spells prepared:Cantrips (at will) : acid splash, sacred flame, thaumaturgy1st level (4 slots): command, inflict wounds, fog cloud, faerie fire, shield of faith2nd level (3 slots): alter self, hold person, melf’s acid arrow, spiritual weapon3rd level (3 slots): animate dead, dispel magic, gaseous form, stinking cloud4th level (3 slots): banishment, blight, confusion, divination5th level (1 slot): cloudkill, dream, flame strikeACTIONSMultiattack. The high priest makes two melee attacks.Maul Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (4d6+3) bludgeoning damage.Acid Splash. Ranged Spell Attack: +7 to hit, reach 60 ft., one target, or two targets within 5 feet of each other. Hit: 10 (2d6+3) acid damage.Conjure Ooze (Recharges after a long rest). The high priest can conjure a black pudding which appears within 30 feet of the cultist. The ooze remains for 1 hour and requires concentration to control.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

NEW DOMAIN: OOZE

1st level power: Bonus Cantrip-Acid Splash

1st level power: Proficiency in deception and double proficiency mod using deception.

2nd level power: Channel Divinity. The cleric can conjure an ooze of CR equal to half the level of the caster, rounded down. It appears within 30 feet of the cleric. The ooze remains for 1 hour and requires concentration to control.

6th level power: Add wis modifier to damage using Acid splash.

8th level power: Command Ooze: you can use magic to bring an ooze under your control, even those created or summoned by others. As an action, you can choose one ooze that you can see within 60 feet of you. That creature must make a Charisma saving throw against your cleric spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent oozes are harder to control in this way.If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

17th level power: Ooze form. As an action, for 1 minute, gain resistance to nonmagical attacks and immunity to blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious conditions.

Ooze Domain Spells

1st fog cloud, faerie fire3rd alter self, melf’s acid arrow5th gaseous form, stinking cloud7th blight, confusion9th cloudkill, dream

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OozesGELATINOUS CUBE Large ooze, unalignedArmor Class 7Hit Points 92 (8d10+40)Speed 15ft.STR 14 (+2), DEX 4 (- 3), CON 20 (+5), INT 1 (- 5), WIS 6 (- 2), CHA 1 (- 5)Condition Immunities blinded, charmed, deafened, exhaustion, frightened, proneSenses blindsight 60ft. (blind beyond this radius), passive Perception 8Languages -Challenge 2 (450 XP)Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.Transparent. Even when .the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.ACTIONSPseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.Engulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

SLITHERING TRACKER DEF=1/2 OFF=4Medium ooze, chaotic evilArmor Class 15Hit Points 43 (5d8 + 15)Speed 30 ft., climb 30 ft., swim 30 ft.STR 16 (+3), DEX 20 (+5), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 11 (+0)Skills Stealth +9Damage Vulnerabilities cold, fireDamage Resistances bludgeoning, piercing, and slashing from nonmagical attacksCondition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconsciousSenses blindsight 120 ft. , passive Perception 12Languages understands languages it knew in its previous form but can't speakChallenge 3 (700 XP)Ambusher. In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.Damage Transfer. While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.False Appearance. While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey.Liquid Form. The Slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Watery Stealth. While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.ACTIONSSlam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.

OTYUGH DEF=5 OFF=5Large aberration, neutral Armor Class 15 (natural armor)Hit Points 136 (12d10 + 60)Speed 30ft.STR 16 (+3), DEX 12 (+1), CON 20 (+5), INT 6 (-2), WIS 13 (+1), CHA 6 (- 2)Senses darkvision 120ft., passive Perception 11Saving Throws Con +7Languages OtyughChallenge 5 (1,800 XP)Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.ACTIONSMultiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn . On a successful save, the target takes half the bludgeoning damage and isn't stunned.

BLACK PUDDING DEF=2 OFF=5Large ooze, unalignedArmor Class 8Hit Points 114 (10d10 + 50)Speed 20ft., climb 20ft.STR 16 (+3), DEX 6 (-2), CON 16 (+3), INT 1 (-5), WIS 6 (-2), CHA 1 (-5)Damage Immunities acid, cold, lightning, slashingCondition Immunities blinded, charmed, deafened, exhaustion, frightened, proneSenses blindsight 60ft. (blind beyond this radius), passive Perception 8Languages-Feat: toughChallenge 4 (1,100 XP)Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls.If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.The pudding can eat through 2-inch-thick, non-magical wood or metal in 1 round.Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.ACTIONSPseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, non-magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.REACTIONSSplit. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

GRAY OOZE WHITE MAW, ADVANCED GRAY OOZE DEF=9 OFF=11

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Medium ooze, unalignedArmor Class 8Hit Points 27 (3d8+9)Speed 10ft., climb 10ft.STR 12 (+1), DEX 6 (-2), CON 16 (+3), INT 1 (-5), WIS 6 (- 2), CHA 2 (- 4)Skills Stealth +2Damage Resistances acid, cold, fireCondition Immunities blinded, charmed, deafened, exhaustion,frightened, proneSenses blindsight 60ft. (blind beyond this radius) ,passive Perception 8Languages -Challenge 1/2 (100 XP)Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.Corrode Metal. Any non-magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, non-magical metal in 1 round.False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.ACTIONSPseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing non magical metal armor, its armor is partly corroded and takes a permanent and a cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Gargantuan ooze, chaotic neutralArmor Class 6Hit Points 233 (14d20+70)Speed 20 ft.STR 18 (+4), DEX 2 (-4), CON 20 (+5), INT 12 (+1), WIS 10 (+0), CHA 3 (-4)Damage Resistances acid, cold, fireDamage Immunities poisonCondition Immunities blinded , charmed, deafened , exhaustion, frightened , poisoned , prone, sleepSenses blindsight 60 ft. (blind beyond this radius) , passive Perception 10Languages telepathy 50 ft.Challenge 10 (5,900 XP)Amorphous Form. White Maw can occupy another creature's space and vice versa.Corrode Metal. Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage. White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.False Appearance. While White Maw remains motionless, it is indistinguishable from white stone.Killer Response. Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated.Regeneration. White maw regains 20 hit points at the start of its turn. If White maw takes radiant damage, this trait doesn't function at the start of White maw's next turn. White maw dies only if it starts its turn with 0 hit points and doesn't regenerate.ACTIONSPseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

GIANT ROCKTOPUS DEF=1/2 OFF=4Large beast, unalignedArmor Class 12Hit Points 68 (8d10+16)Speed 20ft., climb 10ftSTR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 4 (-3), WIS 10 (+0), CHA 4 (- 3)Skills Perception +4, Stealth +6Senses darkvision 60ft., passive Perception 14Languages-Challenge 2 (450 XP)Camouflage. The octopus has advantage on Dexterity (Stealth).ACTIONSTentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.Beak. As a bonus action, the rocktopus can attack a creature grappled by it with its beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.Ink Cloud (Recharges after a Short or Long Rest). A 20-foot radius gas cloud of ink extends all around the octopus. The area is heavily obscured for 1 minute, although a significant wind can disperse the cloud. After releasing the cloud, the octopus can use the Dash action as a bonus action.

OCHRE JELLY DEF=1/8 OFF=2Large ooze, unalignedArmor Class 8Hit Points 52 (6d10+12)Speed 10ft., climb 10ft.STR 16 (+3), DEX 6 (-2), CON 14 (+2), INT 2 (- 4), WIS 6 (-2), CHA 1 (-5)Damage Resistances acidDamage Immunities lightning, slashingCondition Immunities blinded, charmed, deafened, exhaustion, frightened, proneSenses blindsight 60ft. (blind beyond this radius), passive Perception 8Languages -Challenge 2 (450 XP)Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.ACTIONSPseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 3 (1d6) acid damage.REACTIONSSplit. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.GIANT SLUG DEF=4 OFF=4Large monstrosity, neutralArmor Class 13 (natural armor)Hit Points 136 (12d10+60)Speed 30 ft., climb 30 ft., swim 30 ft.STR 18 (+4), DEX 10 (+0), CON 20 (+5), INT 5 (+3), WIS 12 (+1), CHA 3 (+4)Damage Resistances bludgeoning from nonmagical attacksDamage Immunities acidSenses blindsight 30 ft., passive Perception 13Languages -Challenge 4 (1,100 XP)Amphibious. The giant slug can breathe air and water.Flexible. The giant slug can enter a space large enough for a Medium creature without squeezing.Spider Climb. The giant slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.ACTIONSMultiattack. The giant slug makes two pseudopod attacks.Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.Spit Acid (Recharge 4-6). The giant slug exhales acid in a 20-foot cone. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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Drow of EilistraeeDrow Sword Dancers of Eilistraee

DROW JUNIOR SWORD DANCER OF EILISTRAEE DEF=2 OFF=2.5Medium humanoid (elf), neutral goodArmor Class 17 (agile parry, unarmoured defence)HitPoints 45 (6d8+12)Speed 40ft.STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)Saving Throws Con +2 (adv to conc), Wis +5 Cha +5Skills Insight +5, Persuasion +5, Religion +4, Perception +5, Perform +5Senses passive Perception 15Languages Elf, Undercommon, CommonChallenge 2 (450 XP)Feat: war casterAgile parry. When wielding a longsword and making an unarmed strike as part of the attack action, she gains a +2 bonus to AC until the start of her next turn.Blessing of the Dark Maiden. Priestesses of Eilistraee can wield the longsword as if it was a finesse weapon. It also counts as a monk weapon for the priestess. Unarmoured Defence. Priestesses of Eilistraee are monk (kensei)/clerics. While wearing no armour and not wearing a shield, her AC equals 10+ Dex modifier +Wis modifier.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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only)Ki points. The priestess has 3 ki points. She can use 1 ki to use the dodge, disengage, or dash action as a bonus action. When disengaging and dashing, her jump distance is doubled. She can also use 1 ki point to make 2 unarmed attacks as a bonus action.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 3th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared (light domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, shield of faith, faerie fire, burning hands2nd level (3 slots): warding bond, flaming sphere, moon ray (as scorching ray but radiant)Channel Divinity 1/rest: Turn Undead or Radiance of the Dawn. DC 13ACTIONSMultiattack. The priestess makes a longsword attack and an unarmed attack as a bonus action, or two unarmed attacks as a bonus action with flurry of blows.Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10+3) slashing damage.Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage.Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Hit: 7 (1d8+3) piercing damage plus 2 (1d4) piercing damage with kensei’s shot.Radiance of the Dawn. Recharges after a short or long rest. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10+3 on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.REACTIONSDeflect Missiles. Reduce damage when you are hit by a ranged attack by 1d10+6.Warding Flare. 2/day. When attacked by a creature within 30 feet that you can see, impose disadvantage on the attack roll.

DROW SWORD DANCER OF EILISTRAEE DEF=3 OFF=7Medium humanoid (elf), neutral goodArmor Class 18 (kensei stance, unarmoured defence)HitPoints 66 (9d8+18)Speed 40ft.STR 10 (+0), DEX 18 (+4), CON 15 (+2), INT 12 (+1), WIS 14 (+2), CHA 14 (+2)Saving Throws Con +6 (adv to conc), Wis +6 Cha +6Skills Insight +6, Persuasion +6, Religion +5, Perception +6, Perform +6Senses passive Perception 15Languages Elf, Undercommon, CommonChallenge 5 (1,800 XP)Feat: war caster, resilient-conAgile parry. When wielding a longsword and making an unarmed strike as part of the attack action, she gains a +2 bonus to AC until the start of her next turn.Blessing of the Dark Maiden. Priestesses of Eilistraee can wield the longsword as if it was a finesse weapon. It also counts as a monk weapon for the priestess. Unarmoured Defence. Priestesses of Eilistraee are monk (kensei)/clerics. While wearing no armour and not wearing a shield, her AC equals 10+ Dex modifier +Wis modifier.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 innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Ki points. The priestess has 4 ki points. She can use 1 ki to use the dodge, disengage, or dash action as a bonus action. When disengaging and dashing, her jump distance is doubled. She can also use 1 ki point to make 2 unarmed attacks as a bonus action.Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). The priestess has the following cleric spells prepared (light domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, shield of faith, faerie fire, burning hands2nd level (3 slots): warding bond, flaming sphere, moon ray (as scorching ray but radiant)3rd level (2 slots): dispel magic, fireballChannel Divinity 1/rest: Turn Undead or Radiance of the Dawn. DC 14.ACTIONSMultiattack. The priestess makes one longsword attack and an unarmed attack as a bonus action, or two unarmed attacks as a bonus action with flurry of blows.Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10+4) slashing damage.Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) bludgeoning damage.Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., Hit: 8 (1d8+4) piercing damage plus 2 (1d4) piercing damage with kensei’s shot.Radiance of the Dawn. Recharges after a short or long rest. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10+5 on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.REACTIONSDeflect Missiles. Reduce damage when you are hit by a ranged attack by 1d10+8.Warding Flare. 2/day. When attacked by a creature within 30 feet that you can see, impose disadvantage on the attack roll.

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DROW EXALTED SWORD DANCER OF EILISTRAEE DEF=7 OFF=7.5Medium humanoid (elf), neutral goodArmor Class 19 (kensei stance, unarmoured defence)HitPoints 107 (13d8+39)Speed 40ft.STR 10 (+0), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)Saving Throws Con +7 (adv to conc), Wis +8 Cha +7Skills Insight +8, Persuasion +7, Religion +6, Perception +8, Perform +7Senses passive Perception 18Languages Elf, Undercommon, CommonChallenge 7 (2,900 XP)Feat: war caster, resilient-conEquipment. +1 Longsword, book of Con +1 (read)Agile parry. When wielding a longsword and making an unarmed strike as part of the attack action, she gains a +2 bonus to AC until the start of her next turn.Blessing of the Dark Maiden. Priestesses of Eilistraee can wield the longsword as if it was a finesse weapon. It also counts as a monk weapon for the priestess. Unarmoured Defence. Priestesses of Eilistraee are monk (kensei)/clerics. While wearing no armour and not wearing a shield, her AC equals 10+ Dex modifier +Wis modifier.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 innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Ki points. The priestess has 5 ki points. She can use 1 ki to use the dodge, disengage, or dash action as a bonus action. When disengaging and dashing, her jump distance is doubled. She can also use 1 ki point to make 2 unarmed attacks as a bonus action. It can also use 1 ki to make a stunning strike (Con save DC 16)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). The priestess has the following cleric spells prepared (light domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, shield of faith, faerie fire, burning hands2nd level (3 slots): warding bond, flaming sphere, moon ray (as scorching ray but radiant)3rd level (3 slots): dispel magic, fireball, remove curse4th level (2 slots): guardian of faith, wall of fireChannel Divinity 2/rest: Turn Undead or Radiance of the Dawn. DC 16.ACTIONSMultiattack. The priestess makes two longsword attacks and an unarmed attack as a bonus action, or two unarmed attacks as a bonus action with flurry of blows.+1 Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) slashing damage.Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) bludgeoning damage.Radiance of the Dawn. 2/short or long rest. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10+8 on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.REACTIONSDeflect Missiles. Reduce damage when you are hit by a ranged attack by 1d10+8.Warding Flare. 3/day. When attacked by a creature within 30 feet that you can see, impose disadvantage on the attack roll.

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PriestessesDROW INITIATE OF EILISTRAEE DEF=1/2 OFF=2Medium humanoid (elf), neutral evilArmor Class 17 (chain shirt, shield)HitPoints 21 (3d8+3)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+0), WIS 16 (+3), CHA 14 (+2)Saving Throws Wis +6 Cha +5Skills Persuasion +4, Religion +3, Perception +5Senses passive Perception 15Languages Elf, Undercommon, CommonChallenge 1 (200 XP)Feat: War casterFey 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 innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic1/day each: darkness, faerie fireSunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, chill touch, thaumaturgy1st level (4 slots): bless, cure wounds, burning hands, faerie fire2nd level (3 slots): warding bond, spiritual weapon, flaming sphere, scorching rayChannel Divinity 1/rest: Turn Undead or Radiance of the Dawn. DC 13ACTIONSRapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.Sacred Flame. Ranged Spell Attack: +5 to hit, reach 60 ft., one target. Hit: 4 (1d8) radiant damage.Radiance of the Dawn. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10+3 on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.REACTIONWarding Flare. 3/day. When attacked by a creature within 30 feet that you can see, impose disadvantage on the attack roll.

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Drow of KiaransaleePriestesses (Yathrinshee)

DROW ACOLYTE PRIESTESS OF KIARANSALEE DEF=1/2 OFF=2.5Medium humanoid (elf), neutral evilArmor Class 17 (chain shirt, shield)Hit Points 26 (3d8+3, +5 with inspiring leader)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)Saving Throws Wis +6 Cha +5Skills Persuasion +4, Religion +3, Perception +5Senses passive Perception 15Languages Elf, UndercommonChallenge 1 (200 XP)Feat: Inspiring LeaderFey 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 innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, chill touch, thaumaturgy1st level (4 slots): bless, cure wounds, false life, ray of sickness2nd level (3 slots): warding bond, spiritual weapon, blindness/deafness, ray of enfeeblementChannel Divinity 1/rest: Control Undead. DC 13; Touch of Death (see below).ACTIONSRapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage plus 3 (1d6) necrotic damage.Chill Touch. Ranged Spell Attack: +5 to hit, reach 60 ft., two targets within 5 feet. Hit: 4 (1d8) necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.Touch of Death (recharges after a short or long rest). Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 11.Control Undead. As an action, the priestess targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the priestess’s commands for the next 24 hours, or until the priestess’s uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the priestess’s level is immune to this effect.

DROW JUNIOR PRIESTESS OF KIARANSALEE DEF=1 OFF=3Medium humanoid (elf), neutral evilArmor Class 17 (chain shirt, shield)Hit Points 50 (5d8+15,+7 with inspiring leader)Speed 30ft.STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)Saving Throws Con +1, Wis +6 Cha +5Skills Persuasion +5, Religion +4, Perception +6Senses passive Perception 16Languages Elf, UndercommonChallenge 2 (450 XP)Feat: Inspiring Leader, toughFey 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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priestess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). The priestess has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, shield of faith, false life, ray of sickness2nd level (3 slots): warding bond, spiritual weapon, blindness/deafness, ray of enfeeblement3rd level (2 slots): animate dead, vampiric touchChannel Divinity 1/rest: Control Undead. DC 14; Touch of Death (see below).ACTIONSRapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+2) piercing damage plus 7 (2d6) necrotic damage.Chill Touch. Ranged Spell Attack: +5 to hit, reach 60 ft., one target. Hit: 9 (2d8) necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.Touch of Death (recharges after a short or long rest). Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 15.Control Undead. As an action, the priestess targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the priestess’s commands for the next 24 hours, or until the priestess’s uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the priestess’s level is immune to this effect.

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Irae T’sarranIRAE T’SARRAN, HIGH PRIESTESS OF KIARANSALEE Def=12.5 Off=13 Medium humanoid (elf), chaotic evilArmorClass 20 (claw of the revenancer)HitPoints 230 (23d8 + 92 with tough feat and false life 4th lvl slot, +20hp)Speed 30ft.STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 22 (+6), CHA 14 (+2)Saving Throws Con +8, Wis +12, Cha +7Skills Insight +12, Perception +12 (adv sight), Persuasion +7, Religion +7, Stealth +10Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weaponsSenses darkvision 120ft., passive Perception 27; see invisible, see ethereal 120 feetLanguages Elvish, Undercommon, Drow Sign languageChallenge 13Feats: Tough (1st), War caster (4th), +2 wis (8th), +2 wis (12th), +2 wis (16th), resilient (con)Equipment Claw of the Revenancer, eyes of the spider, book of wis (read), book of dex (read), rod of the twisted weave (as rod of absorbtion, 30 levels absorbed so far)Channel Divinity 3/rest. +45 necrotic damage on a melee attack hit, ignores resistance or immunity, or Turn Undead (Destroy CR 4 or less) DC20.Divine Intervention: automatic successDivine Strike 1/round, +2d8 necrotic damage.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 innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, faerie fire, levitate (self only)Spellcasting. Irae is a 20th -level spellcaster. Her spellcasting ability is Wisdom (save DC 20, +12 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): Chill touch, guidance, poison spray, resistance, thaumaturgy, 1st level (4 slots): Aid, false life, ray of sickness, shield of faith2nd level (3 slots): blindness/deafness, hold person, ray of enfeeblement, silence, spiritual weapon, warding bond3rd level (3 slots): animate dead, dispel magic, vampiric touch4th level (3 slots): blight, death ward, guardian of faith5th level (2 slots): antilife shell, cloudkill6th level (2 slot): blade barrier, heal, word of recall7th level (2 slots): regenerate, plane shift8th level (1 slot): holy aura9th level (1 slot): gate Reaper and Improved Reaper: target a second creature with a necromancy spell of up to 5th level if within 5 feet of each other.ACTIONSClaw of the Revenancer: Melee Weapon attack; +11 to hit, one target. Hit: 8 (1d6+5) slashing damage plus 13 (3d8) necrotic damage.Chill touch: Ranged Spell Attack: +12 to hit, 120 ft range, 2 targets within 5 feet Hit: 18 (4d8) necrotic damage, ignores necrotic resistance, and targets can't regain hit points until the start of Irae’s next turn. Until then, the hand clings to the target.

Claw of the Revenancer: Artifact (requires attunement)The claw is an elaborately crafted mithril gauntlet of clear drow craftsmanship. It occupies a ring slot, a bracer slot, and a gauntlet slot. It acts as a weapon the wearer is proficient with, and has the light, and finesse properties. It is a +1 melee weapon and inflicts 1d6 slashing damage plus 1d8 necrotic damage per attack.It provides an armour class of 14+dex modifier, and also acts as bracers of protection, providing a +2 bonus to armour class.3/day, the claw can create a revenant under the wearer’s control. 1/week it can create a silveraith under the wearer’s control, though not on the same day it has created revenants.Anyone wearing this item who is not a

follower of Kiaransalee suffers disadvantage on attack rolls and ability checks while wearing it.

Eyes of the Spider (requires attunement)This item fits over the wearer’s left eye. It functions as a robe of eyes and allows the following spell to be cast as a 20th level caster: 1/day: Eyebite DC18.

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Kiaransalee UndeadWRAITH SPIDER Def=1 Off=3Large undead, chaotic evilArmor Class 15 (natural armor)Hit Points 44(5d10 + 10)Speed 30ft., climb 30ft.STR 14 (+2), DEX 16(+3), CON 14 (+2), INT 2 (-4), WIS 11 (+0), CHA 4 (-3) Skills Stealth +7Damage Resistances necroticDamage Immunities poisonCondition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunnedSenses blindsight 10ft., darkvision 60ft., passive Perception 10Languages-Challenge 2(450 XP)Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.Web Walker. The spider ignores movement restrictions caused by webbing.ACTIONSStrength Draining Bite. Melee Weapon Attack: +5to hit, reach 5 ft., one creature. Hit: 12(2d8 + 3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

QUTH-MAREN Def=3.5 Off=4.5 CR=4Medium undead, chaotic evilArmor Class 14 (natural)Hit Points 111 (12d8 + 48)Speed 30ft.STR 16 (+3), DEX 14 (+2), CON 18 (+4), INT 13 (+1), WIS 16 (+3), CHA 18 (+4)Saving Throws Str +7, Con +7, Wis +6, Cha +7Damage Resistances electricity, fire, necrotic, psychic, Damage Immunities acid, poisonCondition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunnedSenses darkvision 120ft., passive Perception 13Languages Drow, UndercommonChallenge 4 (1,100 XP)Caustic Blood: A creature that touches the Quth-Maren or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage.Regeneration. The Quth-Maren regains 10 hit points at the start of its turn. If the Quth-Maren takes radiant damage, this trait doesn't function at the start of the Quth-Maren’s next turn. The Quth-Maren’s body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.ACTIONSMultiattack. The Quth-Maren makes two slam attacks with its fists.Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 3 (1d6) acid damage.Spit Blood: 60 ft. range, 2 targets within 5 feet, DC 15 Dex saving throw to avoid, 10 (3d6) acid damage.Horrifying Glare. The Quth-Maren targets one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target is frightened of the Quth-Maren for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the Quth-Maren, ending the frightened condition on itself on a success.

ABYSSAL GHOUL Def=5 Off=7Medium undead, chaotic evilArmor Class 17 (natural)Hit Points 99 (16d8+16)Speed 30ft.STR 20 (+5), DEX 16 (+3), CON 12 (+1), INT 14 (+2), WIS 14 (+2), CHA 14(+2)Skills: Perception +5, Stealth +6Damage Resistances acid, cold, fire, necroticDamage Immunities electricity, poisonCondition Immunities charmed, exhaustion, poisonedSenses Blindsight30ft., passive Perception 15Languages CommonChallenge 6 (2,300 XP)Sneak Attack. Once per turn, the abyssal ghoul can deal an extra 2d6 damage to one creature the abyssal ghoul hits with a melee attack if the abyssal ghoul has advantage on the attack roll. The abyssal ghoul doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and abyssal ghoul doesn’t have disadvantage on the attack roll.Magic Resistance. The abyssal ghoul has advantage on saving throws against magical effects.ACTIONSMultiattack: The Abyssal Ghoul can make two claw attacks and a bite attack.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) piercing damage, plus If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.REACTIONSUncanny Dodge. When an attacker that the abyssal ghoul can see hits the ghoul with an attack, the abyssal ghoul can use its reaction to halve the attack's damage.

REVENANT DEF=5 OFF=5Medium undead, neutral Armor Class 13 (leather armor)Hit Points 147 (16d8 + 64)Speed 30f t.STR 18 (+4), DEX14 (+2), CON 18 (+4),INT13 (+1), WIS16 (+3),CHA18 (+4)Saving Throws Str +7, Con +7, Wis +6, Cha +7Damage Resistances necrotic, psychicDamage Immunities poisonCondition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunnedSenses darkvision 60ft., passive Perception 13Languages the languages it knew in lifeChallenge 5 (1,800 XP)Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hitpoints. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.Turn Immunity. The revenant is immune to effects that turn undead.Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.ACTIONSMultiattack. The revenant makes two fist attacks.Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

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MOHRG DEF=4 OFF=4Medium undead, chaotic evil Armor Class 15 (natural armor) Hit Points 115 (14d8+42) Speed 40ft.STR 20 (+5), DEX 18 (+4), CON 16 (+3), INT 11 (+0), WIS 10 (+0), CHA 10 (+0)Saving Throws Dex +6 Damage Resistances necroticDamage Immunities poisonCondition Immunities charmed, exhaustion, frightened, poisoned Skills Stealth +6, Perception +2 Senses darkvision 60’, passive Perception 12 Languages the languages it knew in life Challenge 4 (1,100 XP) Create Spawn. Any creature killed by a mohrg rises the next night as a zombie. ACTIONS Multiattack. The mohrg makes two attacks: one with its slam and one with its paralyzing tongue. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage and the target is grappled (escape DC 15). Paralyzing Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

MUMMY DEF=2 OFF=3.5Medium undead, lawful evilArmor Class 11 (natural armor)Hit Points 75 (9d8+27)Speed 20ft.STR 16 (+3), DEX 8 (-1), CON 16 (+3), INT 6 (-2), WIS 10 (+0), CHA 12 (+1)Saving Throws Wis +2Damage Vulnerabilities fireDamage Resistances bludgeoning, piercing, and slashing from nonmagical weaponsDamage Immunities necrotic, poisonCondition Immunities charmed, exhaustion, frightened, paralyzed, poisonedSenses darkvision 60ft., passive Perception 10Languages the languages it knew in lifeChallenge 3 (700 XP)ACTIONSMultiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

ANIMATED SKELETONmedium undead, lawful evilArmor Class 15 (armor scraps, shield)Hit Points 17 (2d8+4)Speed 30 ft.STR10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3)Damage Vulnerabilities bludgeoningDamage Immunities poisonCondition Immunities exhaustion, poisonedSenses darkvision 60ft., passive Perception 9Languages understands all languages it knew in life but can't speakChallenge 1/4 (50 XP)ACTIONSShortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

ANIMATED ZOMBIEMedium undead, neutral evilArmor Class 11 (chain shirt armor)Hit Points 27 (3d8+9)Speed 20 ft.STR 14 (+2), DEX 6 (-2), CON 16 (+3), INT 3 (-4), WIS 6 (- 2), CHA 5 (- 3) Saving Throws Wis +0Damage Immunities poisonCondition Immunities poisonedSenses darkvision 60 ft., passive Perception 8Languages understands the languages it knew in life but can't speakChallenge 1/4 (50 XP)Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.ACTIONSSlam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

CRAWLING CLAW DEF=0 OFF=1/8Tiny undead, neutral evilArmor Class 12Hit Points 5 (1d4+1)Speed 20 ft., climb 20ft.STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 5 (- 3), WIS 10 (+0), CHA 4 (-3)Damage Immunities poisonCondition Immunities charmed, exhaustion, poisonedSenses blind sight 30 ft. (blind beyond this radius), passive Perception 10Languages understands Common but can't speakChallenge 0 (10 XP)Turn Immunity. The claw is immune to effects that turn undead.ACTIONSClaw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw's choice).

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GHOUL DEF=1/8 OFF=2Medium undead, chaotic evilArmor Class 13Hit Points 28 (5d8)Speed 30ft.STR 14 (+2), DEX 16(+3), CON 10(+0), INT 7(-2), WIS 10(+0), CHA 6(-2)Damage Immunities poisonCondition Immunities charmed, exhaustion, poisonedSenses darkvision 60ft., passive Perception 10Languages CommonChallenge 1 (200 XP)ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

GHASTMedium undead, chaotic evilArmor Class13Hit Points 40 (8d8)Speed 30ft.STR 16 (+3), DEX 18 (+4), CON 10 (+0), INT 11 (+0), WIS 10 (+0), CHA 8 (-1)Damage Resistances necroticDamage Immunities poisonCondition Immunities charmed, exhaustion, poisonedSenses darkvision 60ft., passive Perception 10Languages CommonChallenge 2 (450 XP)Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

WIGHT DEF=3 OFF=3.5Medium undead, neutral evilArmor Class 16 (studded leather, blade mastery)Hit Points 63 (6d8+30)Speed 30ft.STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 13 (+1), CHA 15 (+2)Skills Perception +3, Stealth +4Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredDamage Immunities poisonCondition Immunities exhaustion, poisonedSenses darkvision 60ft., passive Perception 13Languages the languages it knew in lifeChallenge 3 (700 XP)Feats. Tough, Blade masterySunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack. The wight makes two greatsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6+3) slashing damage.Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.

DEATHLOCK WIGHT DEF=3 OFF=3Medium undead, neutral evilArmor Class 12 (15 with mage armor)Hit Points 53 (5d8+25)Speed 30 ft.STR 11 (+0), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)Saving Throws Wis +4Skills Arcana +3, Persuasion +5, Perception +4Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities exhaustion, poisonedSenses darkvision 60 ft., passive Perception 14Languages the languages it knew in lifeChallenge 3 (700 XP)Feats. Magic Initiate, ToughInnate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:At will: detect magic, disguise self, mage armor, minor Illusion, blade ward1/day each: fear, hex, hold person, misty stepSunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSMultiattack. The wight attacks twice with Grave Bolt.Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8+3) necrotic damage plus 3 (1d6) necrotic damage from Hex.Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

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DRIDER VAMPIRES, CLERICS DEF=10 OFF=8Large monstrosity, chaotic evilArmor Class 20 (natural armor)Hit Points 134 (13d10 +52)Speed 30ft., climb 30ft.STR 18 (+4), DEX 18 (+4), CON 18 (+4), INT 10 (+0), WIS 16 (+3), CHA 12(+1)Skills Perception +5, Stealth +9Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical weaponsSenses darkvision 120ft., passive Perception 15Languages Elvish, UndercommonChallenge 9 (3,900 XP)Fey Ancestry.The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.Innate Spellcasting.The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells , requiring no material components:At will : dancing lights1/day each: darkness, faerie fireSpider Climb.The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Sunlight Sensitivity.While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Web Walker.The drider ignores movement restrictions caused by webbing.Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.Vampire Weaknesses. The vampire has the following flaws:Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.Stake to the Heart.The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Spellcasting: The driders cast spells as 8th level Clerics DC 14, +7 to hitCantrips (at will): Chill Touch, Resistance1st level (4 slots): Shield of Faith, Cure Wounds, Guiding Bolt2nd level (3 slots): Spiritual Weapon, Hold Person, mirror image3rd level (3 slots): Dispel Magic, Spirit Guardians, Animate Dead (cast)4th level (2 slots): divination, freedom of movement, dim door, polymorphACTIONSMultiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) piercing damage plus 9 (2d8) poison damage.Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage plus 4 (1d8) poison damage.

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Drow of VhaeraunDrow Clerics of Vhaeraun

DROW UNCLOAKED PRIEST OF VHAERAUN DEF=1/2 OFF=2Medium humanoid (elf), neutral evilArmor Class 18 (chain shirt, shield)HitPoints 21 (3d8+3)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 12 (+1)Saving Throws Wis +5 Cha +3Skills Persuasion +3, Stealth +5, Perception +5Senses passive Perception 15Languages Elf, UndercommonChallenge 1 (200 XP)Feat: SkulkerFey 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 innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priest is a 3rd-level spellcaster. His spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, charm person, disguise self2nd level (3 slots): warding bond, spiritual weapon, mirror image, pass without traceChannel Divinity 1/rest: Turn Undead. DC 13; Invoke Duplicity (see below).ACTIONSRapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.Sacred Flame. Ranged Spell Attack: +5 to hit, reach 60 ft., one target. Hit: 4 (1d8) radiant damage.Invoke Duplicity (recharges after a short or long rest): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

DROW LESSER NIGHTSHADOW PRIEST OF VHAERAUN DEF=2 OFF=2Medium humanoid (elf), neutral evilArmor Class 18 (chain shirt, shield)HitPoints 51 (6d8+6)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 12 (+1)Saving Throws Wis +6 Cha +4Skills Persuasion +3, Stealth +5, Perception +5Senses passive Perception 15Languages Elf, UndercommonChallenge 2 (450 XP)

Skulker, ToughFey 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 innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Spellcasting.The priest is a 6th-level spellcaster. His spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared (Trickery domain):Cantrips (at will): resistance, sacred flame, thaumaturgy1st level (4 slots): bless, cure wounds, charm person, disguise self2nd level (3 slots): warding bond, spiritual weapon, mirror image, pass without trace3rd level (2 slots): blink, dispel magic, spirit guardiansChannel Divinity 1/rest: Turn Undead. DC 13; Invoke Duplicity (see below).ACTIONSRapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.Sacred Flame. Ranged Spell Attack: +6 to hit, reach 60 ft., one target. Hit: 9 (2d8) radiant damage.Invoke Duplicity (recharges after a short or long rest): As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

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Slaves and other racesGOBLINSmall humanoid (goblinoid), neutral evilArmor Class 15 (leather armor, shield)Hit Points 10(2d6)Speed30ft.STR 8 (- 1), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 8 (- 1), CHA 8 (-1)Senses darkvision 60ft., passive Perception 9Languages Common, GoblinChallenge 1/4 (50 XP)Skills Stealth +6Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.ACTIONSScimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Hit: 5 (1d6+2) piercing damage.

GOBLIN BOSSSmall humanoid (goblinoid), neutral evilArmor Class 17 (chain shirt, shield)Hit Points 38 (6d6+12)Speed 30ft.STR 10 (+0), DEX 16 (+3), CON 10 (+0), INT 10 (+0), WIS 8 (-1), CHA 10 (+0)Skills Stealth +6Senses darkvision 60ft., passive Perception 9Languages Common, GoblinChallenge 1 (200 XP)Feat: ToughNimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.ACTIONSMultiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.REACTIONSRedirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

BUGBEAR DEF=1/4 Off=2Medium humanoid (goblinoid) , chaotic evilArmor Class 16 (leather armor, shield)Hit Points 33 (5d8+5)Speed30ft.STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 8 (-1), WIS 11 (+0), CHA 9 (-1)Skills Stealth +6, Survival +2Senses darkvision 60ft., passive Perception 10Languages Common, GoblinChallenge 1 (200 XP)Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.ACTIONSMorningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12(2d8+3) piercing damage.Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage in melee or 6(1d6+3) piercing damage at range.

BUGBEAR CHIEF DEF=3 OFF=4Medium humanoid (goblinoid), chaotic evilArmor Class 17 (chain shirt, shield)Hit Points 73 (10d8+20)Speed 30ft.STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 11 (+0), WIS 12 (+1), CHA 11 (+0)Skills Intimidation +2, Stealth +6, Survival +3Senses darkvision 60ft., passive Perception 11Languages Common, GoblinChallenge 3 (700 XP)Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.ACTIONSMultiattack. The bugbear makes two melee attacks.Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage in melee or 6 (1d6+3) piercing damage at range.

HOBGOBLINMedium humanoid (goblinoid), lawful evilArmor Class 18 (chain mail, shield)Hit Points 15 (2d8+2)Speed 30 ft.STR 14 (+2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 9 (−1)Senses darkvision 60 ft., passive Perception 10Languages Common, GoblinChallenge 1/2 (100 XP)Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.ACTIONSLongsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

HOBGOBLIN CAPTAINMedium humanoid (goblinoid), lawful evilArmor Class 17 (half plate)Hit Points 45 (6d8+12)Speed 30 ft.STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 13 (+1)Senses darkvision 60 ft., passive Perception 10Languages Common, GoblinChallenge 3 (700 XP)Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.ACTIONSMultiattack. The hobgoblin makes two greatsword attacks.Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

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HOBGOBLIN CROSSBOWMANMedium humanoid (goblinoid), lawful evilArmor Class 18 (chain mail, shield)Hit Points 15 (2d8+2)Speed 30 ft.STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 9 (−1)Senses darkvision 60 ft., passive Perception 10Languages Common, GoblinChallenge 1/2 (100 XP)Feat. SharpshooterAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.Your ranged weapon attacks ignore half cover and three-quarters cover.Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a – 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.ACTIONSLongsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d10+2) piercing damage.

MINOTAUR DEF=2 OFF=4Large monstrosity, chaotic evilArmor Class 15 (natural armor)Hit Points 85 (9d10+27)Speed 40ft.STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 6 (-2), WIS 16 (+3), CHA 9 (-1)Skills Perception +7Senses darkvision 60ft., passive Perception 17Languages AbyssalChallenge 3 (700 XP)Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.ACTIONSGreataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

QUAGGOTH Def=1/2 Off=3.5Medium humanoid (quaggoth), chaotic neutralArmor Class 13 (natural armour)Hit Points 63 (6d8+30)Speed 30ft., climb 30ft.STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 6 (-2), WIS 12 (+1), CHA 7 (-2)Skills Athletics +5Damage Immunities poisonCondition Immunities poisonedSenses darkvision 120ft., passive Perception 10Languages UndercommonChallenge 2 (450 XP)Feat. ToughWounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.ACTIONSMultiattack. The quaggoth makes two claw attacks.Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

TROLL DEF=5 OFF=5Large giant, chaotic evilArmor Class 16 (natural armor)Hit Points 92 (8d10+40)Speed 30 ft.STR 18 (+4), DEX 14 (+2), CON 20 (+5), INT 7 (-2), WIS 10 (+0), CHA 7 (-2)Skills Perception +2Senses darkvision 60ft., passive Perception 11Languages GiantChallenge 5 (1,800 XP)Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.ACTIONSMultiattack. The troll makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

OGRE DEF=1/2 OFF=4Large giant, chaotic evilArmor Class 14 (ring mail)Hit Points 67 (7d10+21)Speed 40ft.STR 20 (+5), DEX 8 (-1), CON 16 (+3), INT 5 (-3), WIS 7 (-2), CHA 7 (-2)Senses darkvision 60ft., passive Perception 8Languages Common, GiantChallenge 2 (450 XP)ACTIONSGreataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) bludgeoning damage.Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6+5) piercing damage.

HALF-OGRE DEF=1/4 OFF=3.5Large giant, any chaotic alignmentArmor Class 14 (ring mail)Hit Points 36 (4d10+8)Speed 30ft.STR 18 (+4), DEX 10 (+0), CON 14 (+2), INT 7 (-2), WIS 9 (-1), CHA 10 (+0)Senses darkvision 60ft., passive Perception 9Languages Common, GiantChallenge 1 (200 XP)ACTIONSGreataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

ORC SPEARTHROWER DEF=1/8 OFF=2Medium Humanoid (orc), chaotic evilArmor Class 13 (hide armor)Hit Points 19 (2d8+6)Speed 30ft.STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 7 (-2), WIS 11 (+0), CHA 10 (+0)Skills Intimidation +2Senses darkvision 60ft., passive Perception 10Languages Common, OrcChallenge 1/2 (100 XP)Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.ACTIONSGreataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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DUERGAR WARRIOR DEF=1/2 OFF=1.5Medium, humanoid (dwarf), lawful evilArmor Class 16 (scale mail, shield)Hit Points 31 (4d8+8)Speed 25 ft.STR 14 (+2), DEX 11 (+0), CON 14 (+2), INT 11 (+0), WIS 10 (+0), CHA9 (-1)Damage Resistances poisonSenses darkvision 120ft., passive Perception 10Languages Dwarvish, UndercommonChallenge 1 (200 XP)Feat. Fell-handed•Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSEnlarge (Recharges after a Short or Long Rest).For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 11 (2d8+2) bludgeoning damage while enlarged.Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6 +2) piercing damage while enlarged.Invisibility (Recharges after a Short or Long Rest).The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

DUERGAR BODYGUARD DEF=2 OFF=2Medium, humanoid (dwarf), lawful evilArmor Class 17 (scale mail, shield)Hit Points 57 (6d8+24)Speed 25 ft.STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 11 (+0), WIS 10 (+0), CHA9 (-1)Damage Resistances poisonSenses darkvision 120ft., passive Perception 10Languages Dwarvish, UndercommonChallenge 2 (450 XP)Feat. ToughDuergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.Bodyguard. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.ACTIONSEnlarge (Recharges after a Short or Long Rest).For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, or 12 (2d8+3) piercing damage while enlarged.Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage, or 10 (2d6+3) piercing damage while enlarged.Invisibility (Recharges after a Short or Long Rest).The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.