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Monster

Drow House Captain

Medium Humanoid · Neutral Evil

Mordenkainen's Tome of Foes Page 184
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

Battle Command

As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the or action.

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 three attacks: two with his scimitar and one with his whip or his hand crossbow.

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. If the target is an ally, it has advantage on attack rolls until the end of its next turn.

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.

Reactions

Parry

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

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