Drow Assassin

Medium humanoid (elf), neutral evil

Armor Class

17 (+1 studded leather)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Saves

Dex +7, Int +5

Skills

Acrobatics +7, Deception +5, Perception +5, Stealth +7

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

9

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 drow is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drow 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 it to sleep.

Innate Spellcasting

The drow's innate spellcasting ability is Charisma (spell save DC 11). The drow can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only)

Sneak Attack (1/Turn)

Once per turn, the assassin deals an extra 17 (5d6) 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.

Sunlight Sensitivity

While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The drow assassin makes two attacks.

Shortsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 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 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a success.