Drow House Captain

Medium humanoid (elf), Neutral Evil

Armor Class

16 (chain mail)

Hit Points

162 (25d8+50)

Speed

walk 30 ft.

Saves

Dex +8, Con +6, Wis +6

Skills

Perception +6, Stealth +8

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

9

Battle Command

As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.

Fey Ancestry

The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Sunlight Sensitivity

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

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 • 1/Day each: darkness, faerie fire, levitate (self only)

Actions

Multiattack

The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.

Scimitar

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Whip

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.

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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Drow House Captain

Medium humanoid (elf), any alignment

Armor Class

16 (chain mail)

Hit Points

162 (25d8 + 50)

Speed

walk 30 ft.

Saves

Dex +8, Con +6, Wis +6

Skills

Perception +6, Stealth +8

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

9

Proficiency Bonus

+4

Fey Ancestry

The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Sunlight Sensitivity

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

Actions

Multiattack

The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.

Scimitar

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Whip

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Spellcasting

The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): • At will: dancing lights • 1/Day each: darkness, faerie fire, levitate (self only)

Battle Command (Bonus Action)

Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.