Drow House Captain

Medium Humanoid (Elf), Any Alignment

STR
14 (+2)
DEX
19 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Fey Ancestry.

The drow has advantage on saving throws against being charmed, 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 (Perception) checks that rely on sight.

Spellcasting.

The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Actions

Multiattack.

The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.

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.

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.

Bonus Actions

Battle Command.

Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.

Reactions

Parry.

The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

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Drow House Captain

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 101 - Licenses and attribution