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Monster Manual

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Bestiary

Monsters

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Aarakocra
Humanoid CR 0.25
AC 12
Acolyte
Humanoid CR 0.25
AC 10
Animated Armor
Construct CR 1
AC 18
Ape
Beast CR 0.5
AC 12
Awakened Shrub
Plant CR 0
AC 9
Axe Beak
Beast CR 0.25
AC 11
Baboon
Beast CR 0
AC 12
Badger
Beast CR 1
AC 10
Bandit
Humanoid CR 0.125
AC 12
Bat
Beast CR 0
AC 12
Black Bear
Beast CR 0.5
AC 11
Blink Dog
Fey CR 0.25
AC 13
Blood Hawk
Beast CR 0.125
AC 12
Boar
Beast CR 0.25
AC 11
Brass Dragon Wyrmling
Dragon CR 1
AC 16
Brown Bear
Beast CR 1
AC 11
Bugbear
Humanoid CR 1
AC 16
Bullywug
Humanoid CR 0.25
AC 15
Camel
Beast CR 0.125
AC 9
Cat
Beast CR 0
AC 12
Cockatrice
Monstrosity CR 0.5
AC 11
Commoner
Humanoid CR 0
AC 10
Constrictor Snake
Beast CR 0.25
AC 12
Copper Dragon Wyrmling
Dragon CR 1
AC 16
Crab
Beast CR 0
AC 11
Crawling Claw
Undead CR 0
AC 12
Crocodile
Beast CR 0.5
AC 12
Cultist
Humanoid CR 0.125
AC 12
Darkmantle
Monstrosity CR 0.5
AC 11
Death Dog
Monstrosity CR 1
AC 12
Deep Gnome(Svirfneblin)
Humanoid CR 0.5
AC 15
Deer
Beast CR 0
AC 13
Dire Wolf
Beast CR 1
AC 14
Draft Horse
Beast CR 0.25
AC 10
Dretch
Fiend CR 0.25
AC 11
Drow
Humanoid CR 0.25
AC 15
Dryad
Fey CR 1
AC 11
Duergar
Humanoid CR 1
AC 16
Duodrone
Construct CR 0.25
AC 15
Dust Mephit
Elemental CR 0.5
AC 12
Eagle
Beast CR 0
AC 12
Elk
Beast CR 0.25
AC 10
Fire Snake
Elemental CR 1
AC 14
Flumph
Abberation CR 0.125
AC 12
Flying Snake
Beast CR 0.125
AC 14
Flying Sword
Construct CR 0.25
AC 17
Frog
Beast CR 0
AC 11
Gas Spore
Plant CR 0.5
AC 5
Ghoul
Undead CR 1
AC 12
Giant Badger
Beast CR 0.25
AC 10
Giant Bat
Beast CR 0.25
AC 13
Giant Centipede
Beast CR 0.25
AC 13
Giant Crab
Beast CR 0.125
AC 15
Giant Fire Beetle
Beast CR 0
AC 13
Giant Frog
Beast CR 0.25
AC 11
Giant Goat
Beast CR 0.5
AC 11
Giant Hyena
Beast CR 1
AC 12
Giant Lizard
Beast CR 0.25
AC 12
Giant Octopus
Beast CR 1
AC 11
Giant Owl
Beast CR 0.25
AC 12
Giant Poisonous Snake
Beast CR 0.25
AC 14
Giant Rat
Beast CR 0.125
AC 12
Giant Sea Horse
Beast CR 0.5
AC 13
Giant Spider
Beast CR 1
AC 14
Giant Toad
Beast CR 1
AC 11
Giant Vulture
Beast CR 1
AC 10
Giant Wasp
Beast CR 0.5
AC 12
Giant Weasel
Beast CR 0.125
AC 13
Giant Wolf Spider
Beast CR 0.25
AC 13
GiantEagle
Beast CR 1
AC 13
Gnoll
Humanoid CR 0.5
AC 15
Goat
Beast CR 0
AC 10
Goblin
Humanoid CR 0.25
AC 15
Goblin Boss
Humanoid CR 1
AC 17
Gray Ooze
Ooze CR 0.5
AC 8
Grimlock
Humanoid CR 0.25
AC 11
Guard
Humanoid CR 0.125
AC 16
Half-Ogre
Giant CR 1
AC 12
Harpy
Monstrosity CR 1
AC 11
Hawk
Beast CR 0
AC 13
Hippogriff
Monstrosity CR 1
AC 11
Hobgoblin
Humanoid CR 0.5
AC 18
Homunculus
Construct CR 0
AC 13
Hyena
Beast CR 0
AC 11
Ice Mephit
Elemental CR 0.5
AC 11
Imp
Fiend CR 1
AC 13
Jackal
Beast CR 0
AC 12
Jackalwere
Humanoid CR 0.5
AC 12
Kenku
Humanoid CR 0.25
AC 13
Kobold
Humanoid CR 0.125
AC 12
Kuo-Toa
Humanoid CR 0.25
AC 13
Kuo-Toa Whip
Humanoid CR 1
AC 11
Lemure
Fiend CR 0
AC 7
Lion
Beast CR 1
AC 12
Lizard
Beast CR 0
AC 10
Lizardfolk
Humanoid CR 0.5
AC 15
Magma Mephit
Elemental CR 0.5
AC 11
Magmin
Elemental CR 0.5
AC 14
Manes
Fiend CR 0.125
AC 9
Mastiff
Beast CR 0.125
AC 12
Merfolk
Humanoid CR 0.125
AC 11
Monodrone
Construct CR 0.125
AC 15
Mud Mephit
Elemental CR 0.25
AC 11
Mule
Beast CR 0.125
AC 10
Myconid Adult
Plant CR 0.5
AC 12
Myconid Sprout
Plant CR 0
AC 10
Needle Blight
Plant CR 0.25
AC 12
Noble
Humanoid CR 0.125
AC 15
Octopus
Beast CR 0
AC 12
Orange Faerie Dragon
Dragon CR 1
AC 15
Orc
Humanoid CR 0.5
AC 13
Owl
Beast CR 0
AC 11
Panther
Beast CR 0.25
AC 12
Piercer
Monstrosity CR 0.5
AC 15
Pixie
Fey CR 0.25
AC 15
Poisonous Snake
Beast CR 0.125
AC 13
Pony
Beast CR 0.125
AC 10
Pseudodragon
Dragon CR 0.25
AC 13
Pteranodon
Beast CR 0.25
AC 13
Quadrone
Construct CR 1
AC 16
Quasit
Fiend CR 1
AC 13
Quipper
Beast CR 0
AC 13
Rat
Beast CR 0
AC 10
Raven
Beast CR 0
AC 12
Red Faerie Dragon
Dragon CR 1
AC 15
Reef Shark
Beast CR 0.5
AC 12
Riding Horse
Beast CR 0.25
AC 10
Rust Monster
Monstrosity CR 0.5
AC 14
Sahuagin
Humanoid CR 0.5
AC 12
Satyr
Fey CR 0.5
AC 14
Scarecrow
Construct CR 1
AC 11
Scorpion
Beast CR 0
AC 11
Scout
Humanoid CR 0.5
AC 13
Sea Horse
Beast CR 0
AC 11
Shadow
Undead CR 0.5
AC 12
Shrieker
Plant CR 0
AC 5
Skeleton
Undead CR 0.25
AC 13
Slaad Tadpole
Abberation CR 0.125
AC 12
Smoke Mephit
Elemental CR 0.25
AC 11
Specter
Undead CR 1
AC 12
Spider
Beast CR 0
AC 12
Sprite
Fey CR 0.25
AC 15
Spy
Humanoid CR 1
AC 12
Steam Mephit
Elemental CR 0.25
AC 10
Stirge
Beast CR 0.125
AC 14
Thri-Kreen
Humanoid CR 1
AC 15
Thug
Humanoid CR 0.5
AC 11
Tiger
Beast CR 1
AC 12
Tribal Warrior
Humanoid CR 0.125
AC 12
Tridrone
Construct CR 0.5
AC 15
Troglodyte
Humanoid CR 0.25
AC 11
Twig Blight
Plant CR 0.125
AC 13
Vine Blight
Plant CR 0.5
AC 12
Violet Fungus
Plant CR 0.25
AC 5
Vulture
Beast CR 0
AC 10
Warhorse
Beast CR 0.5
AC 11
Warhorse Skeleton
Undead CR 0.5
AC 13
Weasel
Beast CR 0
AC 13
Winged Kobold
Humanoid CR 0.25
AC 13
Wolf
Beast CR 0.25
AC 13
Worg
Monstrosity CR 0.5
AC 13
Yellow Faerie Dragon
Dragon CR 1
AC 15
Yuan-Ti Pureblood
Humanoid CR 1
AC 11
Zombie
Undead CR 0.25
AC 8
Humanoid CR 0.25

Drow

M Humanoid • NE • 50 XP
AC
15
HP
13
Speed
30

Ability Scores

STR
10
DEX
14
CON
10
INT
11
WIS
11
CHA
12
Skills Perception +2, Stealth +4
Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Undercommon

Lore

Description

Children of Lolth
The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the drow have built their subterranean civilization. Whatever she demands, the drow do.
Drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness
The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When laborers are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.
Underdark Cities
The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings.
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
Poison Predilection
Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.
Drow Magic
Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.
Arms and Armor
Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.
Cutthroat Politics
Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social ladder are drow of low birth and the occasional non-drow captive.
Matriarchal Rule
Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow — either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be priests, nor can they rule a house.

Traits

Abilities

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 spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Combat

Actions

Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) 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.