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Monster

Drow House Captain

Medium Humanoid · Any Alignment

Mordenkainen Presents: Monsters of the Multiverse Page 101
Armor Class 16
Hit Points 162 (25d8 + 50)
Speed Walk 30 ft.
CR 9
STR 14 +2
DEX 19 +4
CON 15 +2
INT 12 +1
WIS 14 +2
CHA 13 +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 Scimitar attacks and one Whip or Hand Crossbow attack.

Scimitar

Melee Weapon Attack +8 to hit, reach 5 ft., one target. 7 () Slashing damage plus 14 () Poison damage.

Whip

Melee Weapon Attack +8 to hit, reach 10 ft., one target. 6 () Slashing damage.

Hand Crossbow

Ranged Weapon Attack +8 to hit, range 30/120 ft., one target. 7 () 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Bonus Actions

Battle Command

Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the or action.

Reactions

Parry

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

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