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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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# Drow
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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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|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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- **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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## Special Features
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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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**_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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At will: _[dancing lights](srd_spells_dancing_lights.md)_
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1/day each: _[darkness](srd_spells_darkness.md), [faerie fire](srd_spells_faerie_fire.md)_
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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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## Actions
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**_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
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_Hit_: 5 (1d6 + 2) piercing damage.
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**_Hand Crossbow_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
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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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