15 (breastplate)
9 (2d8)
walk 30 ft.
Deception +5, Insight +4, Persuasion +5, Perception +1
darkvision 120 ft.
any two languages, Elvish
1/8
Drow Noble has advantage on saving throws against being charmed, and magic can't put Drow Noble to sleep.
While in sunlight, Drow Noble has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Drow Noble's innate spellcasting ability is Charisma (spell save DC 13). Drow Noble can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
17 (+1 mithral chain mail)
82 (15d8 + 15)
30 ft.
Int +6, Wis +7, Cha +8
Deception +8, History +6, Perception +7, Persuasion +8
darkvision 120 ft.
Elvish, Undercommon
9
The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.
The drow's innate spellcasting ability is Charisma (spell save DC 15). The drow can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only)
The drow is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit). It has the following spells prepared. • Cantrips (at will): message, minor illusion, poison spray, ray of frost • 1st level (4 slots): charm person, detect magic, magic missile, witch bolt • 2nd level (3 slots): arcane lock, misty step, web • 3rd level (3 slots): slow
While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow noble makes two attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 10 (3d6) poison damage.
For 1 minute, the drow can utter a special command or warning whenever a nonhostile 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 drow. A creature can benefit from only one Leadership die at a time. This effect ends if the drow is incapacitated.