[[],[],[],[],[],[],[],[],[],[{"id":12492,"name":"Elf, Drow Priestess of Lolth","full_text":"

Elf, Drow Priestess of Lolth<\/span><\/h1>

Medium humanoid (elf), neutral evil<\/em><\/span><\/p>

Armor Class <\/strong>16 (scale mail)<\/span>
<\/strong><\/span><\/p>

Hit Points <\/strong>71 (13d8+13)<\/span><\/span><\/p>

Speed <\/strong>30 ft.<\/span><\/span><\/p>
STR      DEX     CON      INT     WIS     CHA
<\/span><\/strong><\/td><\/tr>
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)<\/td><\/tr><\/tbody><\/table>
 <\/div>
Saving Throws <\/span><\/strong>Con +4, Wis +6, Cha +7<\/span><\/div>

Skills <\/span><\/strong>Insight +6, Perception +6, Religion +4, Stealth +5
<\/strong><\/span><\/div>
 <\/div>
Senses <\/span><\/strong>darkvision 120ft., passive Perception 16
<\/strong><\/span><\/div>
 <\/div>
Languages <\/span><\/strong>Elvish, Undercommon
<\/strong><\/span><\/div>
 <\/div>
Challenge <\/span><\/strong>8 (3,900 XP)<\/span><\/div>

Fey Ancestry. <\/span><\/strong><\/em>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.<\/span><\/p>


Innate Spellcasting. <\/span><\/strong><\/em>The draw's inate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:<\/span>
<\/span><\/strong><\/em><\/div>
 <\/div>
At will : dancing lights<\/a><\/em>
1\/day each:
darkness<\/a>, faerie fire<\/a>, levitate<\/a><\/em> (self only)<\/span><\/div>

Spellcasting. <\/span><\/strong><\/em>The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:<\/span><\/div>

<\/span><\/strong><\/em>Cantrips (at will) :
guidance<\/a>, poison spray<\/a>, resistance<\/a>, spare the dying<\/a>, thaumaturgy<\/a><\/em>
lst level (4 slots):
animal friendship<\/a>, cure wounds<\/a>, detect poison and disease<\/a>, ray of sickness<\/a><\/em>
2nd level (3 slots):
lesser restoratlon<\/a>, protection from poison,<\/a> web<\/a><\/em>
3rd level (3 slots): 
conjure animals<\/a> (2 giant spiders<\/a>), dispel magic<\/a>
4th level (3 slots): 
divination<\/a>, freedom of movement<\/a><\/em>
5th level (2 slots):
insect plague<\/a>, mass cure wounds<\/a>
<\/em><\/span><\/div>


Sunlight Sensitivity. <\/span><\/strong><\/em>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.<\/span><\/p>


<\/span><\/strong><\/em>ACTIONS<\/span><\/strong>
<\/span><\/strong><\/em><\/p>

Multiattack. <\/span><\/strong><\/em>The drow makes two scourge attacks.<\/span>
<\/span><\/strong><\/em><\/p>

Scourge. <\/span><\/strong><\/em>Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/span><\/span> Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.<\/span><\/span>
<\/span><\/strong><\/em><\/p>

Summon Demon (1\/Day). <\/span><\/strong><\/em>The drow attempts to magically<\/span><\/span> summon a yochlol<\/a> with a 30 percent chance of success. If<\/span> the attempt fails, the drow takes 5 (1d10) psychic damage.<\/span> Otherwise, the summoned demon appears in an unoccupied<\/span> space within 60 feet of its summoner, acts as an ally of its<\/span> summoner, and can't summon other demons. It remains for 10 <\/span>minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
<\/span><\/span><\/p>","family":"","ch":"8","size":"Medium","hit_dice":"","initiative":"+2","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"8","alignment":"Neutral Evil","reference":"Usergen"},{"id":12493,"name":"Yochlol","full_text":"

Yochlol
<\/span><\/h1>

Medium fiend (demon, shapechanger), chaotic evil<\/em><\/span><\/p>

Armor Class <\/strong>15 (natural armor)<\/span>
<\/strong><\/span><\/p>

Hit Points <\/strong>136 (16d8 + 64)<\/span><\/span><\/p>

Speed <\/strong>30 ft., climb 30ft.
<\/span><\/span><\/p>
STR      DEX     CON      INT     WIS     CHA
<\/span><\/strong><\/td><\/tr>
15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2)<\/td><\/tr><\/tbody><\/table>
 <\/div>
Saving Throws <\/span><\/strong>Dex +6, lnt +5, Wis +6, Cha +6<\/div>

Skills <\/span><\/strong>Deception +10, Insight +6<\/span><\/div>
 <\/div>
Damage Resistances<\/span><\/strong> cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons<\/span><\/div>
 <\/div>
Damage<\/span> Immunities <\/span><\/strong>poison<\/span><\/div>
 <\/div>
Condition Immunities<\/span><\/strong> poisoned<\/span><\/span><\/div>
 <\/div>
Senses <\/span><\/strong>darkvision 120ft., passive Perception 12
<\/strong><\/span><\/div>
 <\/div>
Languages <\/span><\/strong>Abyssal, <\/span>Elvish, Undercommon
<\/strong><\/span><\/div>
 <\/div>
Challenge <\/span><\/strong>10 (5,900 XP)<\/span><\/div>
 <\/div>

Shapechanger.<\/span><\/strong><\/em> The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.<\/p>


Magic Resistance.<\/span><\/strong><\/em> The yochlol has advantage on saving throws against spells and other magical effects.<\/p>


Spider Climb.<\/span><\/strong><\/em> The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<\/p>


Innate Spellcasting.<\/span><\/strong><\/em> The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:<\/div>

At will: detect thoughts<\/a>, web<\/a>
<\/em><\/div>

1\/day:
dominate person<\/a>
<\/em><\/div>


Web Walker.<\/span><\/strong><\/em> The yochlol ignores movement restrictions caused by webbing.<\/p>


ACTIONS<\/span><\/strong><\/p>


Multiattack.<\/span><\/strong><\/em> The yochlol makes two melee attacks.<\/p>


Slam (Bite in Spider Form).<\/span><\/strong><\/em> Melee Weapon Attack: +6 to hit, reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.<\/p>


Mist Form.<\/span><\/strong><\/em> The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.
  While in mist form, the yochlol is incapacitated and can't
speak. It has a flyin g speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.
  While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated<\/p>

 <\/p>","family":"","ch":"10","size":"Medium","hit_dice":"","initiative":"+2","base_attack":"","environment":"","type":"Fiend","challenge_rating":"10","alignment":"Chaotic Evil","reference":"Usergen"},{"id":12494,"name":"Elf, Drow Elite Warrior","full_text":"

Elf, Drow Elite Warrior
<\/span><\/h1>

Medium humanoid (elf), neutral evil<\/em><\/span><\/p>

Armor Class <\/strong>18 (studded leather, shield)<\/span>
<\/strong><\/span><\/p>

Hit Points <\/strong>71 (11d8+22)<\/span><\/span><\/p>

Speed <\/strong>30 ft.<\/span><\/span><\/p>
STR      DEX     CON      INT     WIS     CHA
<\/span><\/strong><\/td><\/tr>
13 (+) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)<\/td><\/tr><\/tbody><\/table>
 <\/div>
Saving Throws <\/span><\/strong>Dex +7, Con +5, Wis +4<\/span><\/div>

Skills <\/span><\/strong>Perception +4, Stealth +10
<\/strong><\/span><\/div>
 <\/div>
Senses <\/span><\/strong>darkvision 120ft., passive Perception 14
<\/strong><\/span><\/div>
 <\/div>
Languages <\/span><\/strong>Elvish, Undercommon
<\/strong><\/span><\/div>
 <\/div>
Challenge <\/span><\/strong>5 (1,800 XP)<\/span><\/div>

Fey Ancestry. <\/span><\/strong><\/em>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.<\/span><\/p>


Innate Spellcasting. <\/span><\/strong><\/em>The drow's inate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:<\/span>
<\/span><\/strong><\/em><\/div>
 <\/div>
At will : dancing lights<\/a><\/em>
1\/day each:
darkness<\/a>, faerie fire<\/a>, levitate<\/a><\/em> (self only)<\/span><\/div>


Sunlight Sensitivity. <\/span><\/strong><\/em>While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.<\/span><\/p>


<\/span><\/strong><\/em>ACTIONS<\/span><\/strong>
<\/span><\/strong><\/em><\/p>

Multiattack. <\/span><\/strong><\/em>The drow makes two shortsword attacks.<\/span><\/div>
 <\/div>
Shortsword.<\/strong><\/em><\/span> Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 7 (ld6 + 4) piercing damage plus 10 (3d6) poison damage.<\/div>

Hand Crossbow.<\/span><\/strong><\/em> Ranged Weapon Attack: +7 to hit, range 30\/120 ft., one target. Hit: 7 (ld6 + 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 wakes up if it takes damage or if another creature takes an action to shake it awake.<\/div>

REACTIONS<\/span><\/strong><\/div>

Parry.<\/span><\/strong><\/em> The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.<\/div>

 <\/p>","family":"","ch":"5","size":"Medium","hit_dice":"","initiative":"+4","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"5","alignment":"Neutral Evil","reference":"Usergen"}],[]]