Creatures for this Module:
The undergound lair is no regular dungeon, and the creatures within are also abnormal in many ways. The bizarre experiments of Ancient Wizards have magically warped the dwellers within the halls. For this module the creatures inside the dungeon have these alternate characteristics… I have included the original statistics for reference as well.
Chosen Drow
Base Creature: https://5e.d20srd.org/srd/monsters/elfDrow.htm
Armor Class 17 (chain shirt + Shield = 13+2+2)
Hit Points 13 (3d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10(+0) 14(+2) 10(+0) 11(+0) 11(+0) 12(+1)
Skills Perception +2, Stealth +4
Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Undercommon
Fey Ancestry. The Drow has advantage on saving throws against being charmed, and magic can’t put the Drow to sleep.
Magic resistance. This Drow has advantage on saving throws against spells and other magical effects. (Living under Halaster’s enchantments has hardened it against spells)
Innate Spellcasting. The Drow’s innate spellcasting ability is Wisdom (spell save DC 13).
The Drow can innately cast the following spells, requiring no material components:
At will: dancing lights 1/day each: darkness, faerie fire Sunlight Sensitivity.
While in sunlight, the Drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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 plus 2 (1d4) poison damage.
A target hit by Drow Poison 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.
Key Areas: A1 -/- A2 -/- A3 -/- A4 -/- A5 -/- A6 -/- A7 -/- A8 -/- A9 -/- A10 -/- A11 -/- A12 -/- A13 -/- A14