Medium humanoid (elf), neutral evil
Armor Class 16 (chain mail)
Hit Points 162 (25d8 + 50)
Speed 30 ft.
Proficiency Bonus +4
Proficiency Bonus +11 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 19 (+4) | 15 (+2) | 12 (+1) | 14 (+2) | 13 (+1) |
Saving Throws Dex +8, Con +6, Wis +6
Skills Perception +6, Stealth +8
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon
Challenge 9 (5000 XP)
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 at-tack or to take the Dodge or Hide action.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) 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. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
- Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) 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. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A drow house captain is a high-ranking officer of a drow noble house, usually the first or second son of the matron mother. They are responsible for leading the military forces of their house, whether in defense of their stronghold or in attack against their enemies. They are skilled warriors and tacticians, who use their darkvision, stealth, and magic to gain an advantage over their foes. They are loyal to their house and their matriarch, and will fight to the death to protect them.
COMBAT
A drow house captain is a formidable opponent in combat, who uses a combination of melee attacks, ranged attacks, and spells to defeat their enemies. They wear chain mail armor and wield a rapier and a hand crossbow, which they can use to deliver poisoned bolts. They also have a cloak of elvenkind, which grants them advantage on stealth checks. They can cast several spells innately, such as dancing lights, faerie fire, darkness, and levitate, using their charisma as their spellcasting ability. They can also cast one 4th-level spell per day from the wizard spell list, such as fireball, greater invisibility, or dimension door.
A drow house captain is not only a fighter, but also a leader. They have a special ability called Battle Command, which allows them to grant advantage on attack rolls or saving throws to one ally within 30 feet of them as a bonus action. They can also use their reaction to parry an incoming melee attack, adding 4 to their AC against that attack. They are proficient in perception and stealth, and have advantage on saving throws against being charmed. They are immune to sleep magic, but have disadvantage on attack rolls and perception checks in direct sunlight.
HABITAT / SOCIETY
A drow house captain lives in the Underdark, the vast network of caverns and tunnels beneath the surface world. They reside in one of the many drow cities that dot the dark realm, such as Menzoberranzan or Ched Nasad. They belong to one of the numerous drow noble houses that vie for power and influence in the matriarchal society. Each house has its own history, culture, and goals, but they all share a common worship of Lolth, the Spider Queen.
A drow house captain is a respected and feared member of their house, who commands the respect and obedience of their subordinates. They are often involved in the political intrigues and plots that shape the fate of their house and city. They may also participate in raids against other houses or races, such as surface elves, dwarves, or humans. They are loyal to their house and their matriarch above all else, but they may also have personal ambitions or rivalries that drive them.
ECOLOGY
A drow house captain is a humanoid creature with dark skin, white hair, and red eyes. They are a subrace of elves that adapted to life in the Underdark over millennia. They are omnivorous, but prefer meat and fungi over plants. They have a lifespan similar to other elves, but rarely die of old age due to the dangers of their environment and society.
A drow house captain has a significant impact on the ecology of the Underdark. They are predators and competitors of many other creatures that dwell in the dark realm. They may hunt or enslave creatures such as goblins, kobolds, orcs, or mind flayers for food, labor, or sport. They may also wage war against other factions or races for territory, resources, or glory. They are enemies of most surface dwellers, especially other elves who they despise for abandoning them long ago.