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Monster

Drow Commander

Medium Humanoid · Neutral Evil

Tales from the Yawning Portal Page 209
Armor Class 18
Hit Points 110 (11d8 + 22)
Speed Walk 30 ft.
CR 5
STR 13 +1
DEX 18 +4
CON 14 +2
INT 11 +0
WIS 13 +1
CHA 12 +1

Traits

Fey Ancestry

The drow has advantage on saving throws against being , 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 () checks that rely on sight.

Actions

Multiattack

The drow makes two shortsword attacks.

Shortsword +2

Melee Weapon Attack +9 to hit, reach 5 ft., one target. 9 () Piercing damage plus 10 () Poison damage.

Hand Crossbow +1

Ranged Weapon Attack +8 to hit, range 30/120 ft., one target. 8 () Piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be for 1 hour. If the saving throw fails by 5 or more, the target is also while in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Parry

The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Confirmation

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