15 (18 with mage armor)
225 (30d8+90)
walk 30 ft.
Dex +11, Con +9, Cha +10
Acrobatics +11, Athletics +8, Perception +8, Stealth +11
darkvision 120 ft.
Elvish, Undercommon
18
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire, levitate (self only)
The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: • Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost • 1st level (4 slots): burning hands, mage armor, magic missile, shield • 2nd level (3 slots): gust of wind, invisibility, misty step, shatter • 3rd level (3 slots): counterspell, fireball, haste • 4th level (3 slots): dimension door, Otiluke's resilient sphere • 5th level (2 slots): cone of cold • 6th level (1 slots): chain lightning
The drow makes three scimitar attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.
Ranged Weapon Attack: +11 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 regains consciousness if it takes damage or if another creature takes an action to shake it.
15
240 (32d8 + 96)
walk 30 ft.
Dex +11, Con +9, Cha +10
Acrobatics +11, Athletics +8, Perception +8, Stealth +11
darkvision 120 ft.
Elvish, Undercommon
18
+6
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 27 (6d8) poison damage.
Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): • At will: dancing lights, mage armor, mage hand, message • 3/Day each: dimension door, fireball, invisibility • 1/Day each: darkness, faerie fire, levitate (self only)