
Drow Elite Warrior
Humanoid
AC
HP
18
71
Alignment
Challenge
NE
5
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
Source
Monster Manual
Name
Drow Elite Warrior
Race
Humanoid
Alignment
Neutral evil
Armor Class
18 (studded leather, shield)
Size
Medium
Hit Points
71 (11d8 + 22)
Challenge
5 (1800 XP)
Speed
30 ft.
Senses
darkvision 120 ft., passive Perception 14
Languages
Elvish, Undercommon

Saving Throws
Dex +7, Con +5, Wis +4
Skills
Perception +4, Stealth +10
Damage Immunities
None
Condition Immunities
None
Damage Resistances
None
Damage Vulnerabilities
None
Abilities
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: Sunlight Sensitivity .
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack .
The drow makes two shortsword attacks.
Shortsword .
Melee Weapon Attack : +7 to hit, reach 10 ft., one target.
Hit : 7
(1d6 + 4) piercing damage plus 10
(3d6) poison 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.
Parry .
The drow adds 3 to its AC against one melee attack that would hit it.
To do so, the drow must see the attacker and be wielding a melee weapon.
Legendary Actions
None
Reactions
Parry .
The drow adds 3 to its AC against one melee attack that would hit it.
To do so, the drow must see the attacker and be wielding a melee weapon.

