Giant Mutated Drow

Huge humanoid (elf, giant), Neutral Good (50%) Neutral Evil (50%)

Armor Class

14 (natural armor)

Hit Points

200 (16d12+96)

Speed

walk 40 ft.

Saves

Con +10, Wis +7, Cha +7

Skills

Insight +7, Perception +1

Senses

darkvision 120 ft.

Languages

Common, drow, Elvish

Challenge

9

Keen Smell

The drow has advantage on Wisdom (Perception) checks that rely on smell.

Fey Ancestry

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

Sunlight Sensitivity

While in sunlight, drow Mutated 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. It can innately cast the following spells, requiring no material components: • At will: detect magic, fog cloud, light • 3/Day each: feather fall, fly, misty step, telekinesis • 1/Day each: control weather, gaseous form

Innate Spellcasting

The drow's innate spellcasting ability is Charisma (spell save DC 15). The drow can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire

Actions

Multiattack

The drow makes two morningstar attacks.

Morningstar

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Rock

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Variant: New drow Options

Some adult cloud drows have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. Fling: The drow tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the drow's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. Wind Aura: A magical aura of wind surrounds the drow. The aura is a 10-foot-radius sphere that lasts as long as the drow maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the drow gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.