Drow Shadowblade

Medium humanoid (elf), Neutral Evil

Armor Class

17 (studded leather armor)

Hit Points

150 (20d8+60)

Speed

walk 30 ft.

Saves

Dex +9, Con +7, Wis +6

Skills

Perception +6, Stealth +9

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

11

Fey Ancestry

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

Shadow Step

While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

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). It 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 two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.

Shadow Sword

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.

Hand Crossbow

Ranged Weapon Attack: +9 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.

Variant: Shadow Demon Summoning

Some drow shadowblades have an action that allows them to summon a demon. Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Drow Shadowblade

Medium humanoid (elf), any alignment

Armor Class

17 (studded leather)

Hit Points

150 (20d8 + 60)

Speed

walk 30 ft.

Saves

Dex +9, Con +7, Wis +6

Skills

Perception +6, Stealth +9

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

11

Proficiency Bonus

+4

Devil's Sight

Magical darkness doesn't impede the drow's darkvision.

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 three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.

Shadow Sword

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.

Hand Crossbow

Ranged Weapon Attack: +9 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.

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

Shadow Step (Bonus Action)

While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.