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			70 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| ---
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| !MonsterItem
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| Family: MonsterVO
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| Type: humanoid (elf)
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| Size: Medium
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| Alignment: neutral evil
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| ArmorClass: 15 (chain shirt)
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| HitPoints: 13 (3d8)
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| Speed: 30 ft.
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| Strength: 10 (+0)
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| Dexterity: 14 (+2)
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| Constitution: 10 (+0)
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| Intelligence: 11 (+0)
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| Wisdom: 11 (+0)
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| Charisma: 12 (+1)
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| Skills: Perception +2, Stealth +4
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| Senses: darkvision 120 ft., passive Perception 12
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| Languages: Elvish, Undercommon
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| Challenge: 1/4 (50 XP)
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| Id: monsters_vo.md#drow
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| ParentLink: monsters_vo.md#monsters-npc-and-animals
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| Name: Drow
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| ParentName: Monsters, NPC and Animals
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| NameLevel: 1
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| AltName: '[Drow](hd_monsters_drow.md)'
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| Attributes: {}
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| ---
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| > [Monsters, NPC and Animals](srd_monsters.md)
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| 
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| ---
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| 
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| # Drow
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| 
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| - CEO: [Drow](hd_monsters_drow.md)
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| -  Medium humanoid (elf), neutral evil
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| - **Armor Class** 15 (chain shirt)
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| - **Hit Points** 13 (3d8)
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| - **Speed** 30 ft.
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| 
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| |STR|DEX|CON|INT|WIS|CHA|
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| |---|---|---|---|---|---|
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| |10 (+0)|14 (+2)|10 (+0)|11 (+0)|11 (+0)|12 (+1)|
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| 
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| - **Skills** Perception +2, Stealth +4
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| - **Senses** darkvision 120 ft., passive Perception 12
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| - **Languages** Elvish, Undercommon
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| - **Challenge** 1/4 (50 XP)
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| 
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| ## Special Features
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| 
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| **_Fey Ancestry_**. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
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| 
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| **_Innate Spellcasting_**. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
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| 
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| At will: _[dancing lights](srd_spells_dancing_lights.md)_
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| 
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| 1/day each: _[darkness](srd_spells_darkness.md), [faerie fire](srd_spells_faerie_fire.md)_
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| 
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| **_Sunlight Sensitivity_**. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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| 
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| ## Actions
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| 
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| **_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
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| 
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| _Hit_: 5 (1d6 + 2) piercing damage.
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| 
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| **_Hand Crossbow_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
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| 
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| _Hit_: 5 (1d6 + 2) 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 wakes up if it takes damage or if another creature takes an action to shake it awake.
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| 
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