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Monster

Drow Shadowblade

Medium Humanoid · Any Alignment

Mordenkainen Presents: Monsters of the Multiverse Page 105
Armor Class 17
Hit Points 150 (20d8 + 60)
Speed Walk 30 ft.
CR 11
STR 14 +2
DEX 21 +5
CON 16 +3
INT 12 +1
WIS 14 +2
CHA 13 +1

Traits

Devil's Sight

Magical darkness doesn't impede the drow's Darkvision.

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 Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.

Shadow Sword

Melee or Ranged Weapon Attack +9 to hit, reach 5 ft. or range 30/60 ft., one target. 27 () Necrotic damage.

Hand Crossbow

Ranged Weapon Attack +9 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Bonus Actions

Shadow Step

While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
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