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Drow Commander
- STR
- 13 (+1)
- DEX
- 18 (+4)
- CON
- 14 (+2)
- INT
- 11 (+0)
- WIS
- 13 (+1)
- CHA
- 12 (+1)
The drow carries three magical bolts, as follows:
- A bolt of holding, which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target
- A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target
- A bolt of vapors, which casts stinking cloud centered on the point it hits
Each of these effects has a spell save DC of 15 and a duration of 1 minute.
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Actions
The drow makes two shortsword attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) poison damage.
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) 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.
Reactions
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.
Find this creature in the encounter builder

Source: Tales from the Yawning Portal, p. 209 - Licenses and attribution