- center-aligned all columns in monster stat blocks and standardized widths (each column is now the maximum required width to accommodate an ability score of `30 (+10)`)
37 lines
No EOL
1.5 KiB
Markdown
Executable file
37 lines
No EOL
1.5 KiB
Markdown
Executable file
## Elf, Drow
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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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***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*
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1/day each: *darkness*, *faerie fire*
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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. *Hit:* 5 (1d6+2) piercing damage.
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***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *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. |