CREATURE 1
Perception +6; darkvision
Skills Acrobatics +7, Athletics +5, Intimidation +3, Stealth +7
Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0
Items dagger, hand crossbow (10 bolts), leather armor, rapier
Light Blindness When first exposed to bright light, the drow can't see until the end of their next turn. All squares are difficult terrain for them, and they take a –4 status penalty to Perception. If they try to attack a creature, the attack fails unless they succeed at a DC 11 flat check. Light doesn't blind them again for 1 hour.
AC 18; Fort +7, Ref +9, Will +4
HP 18; Immunities sleep
Speed 30 feet
Melee rapier +9 (deadly 1d8, finesse), Damage 1d6 + 2 piercing
Melee dagger +9 (agile, finesse, versatile s), Damage 1d4 + 2 piercing
Ranged hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6 + 1 piercing
Quick Draw The drow fighter draws a weapon using the Interact action, then Strikes with that weapon.
Skewer The drow warrior Strikes with their rapier, and they gain a +1 circumstance bonus to the attack roll. If they succeed, the target takes 1d6 persistent bleed damage.
Beginner Box, page 61.
Open Drow Warrior in the interactive creatures list or browse all creatures starting with D.