Drow, Slaver

Medium humanoid (elf), neutral evil

Armor Class 18 (studded leather, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

14 (+2) 19 (+4) 15 (+2) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Dex +7, Con +5, Wis +4
Skills Perception +4, Stealth +10
Senses darkvision 120 ft., passive Perception 14
Languages Elvish, Undercommon
Challenge 5 (1,800 XP)


  • 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 13). He 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) ability checks that rely on sight.


  • Multiattack. The drow makes two Rapier attacks.
  • Hand Crossbow. Ranged Weapon Attack: +7 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 wakes up if it takes damage or if another creature uses its action to shake the target awake.
  • Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
  • Web Cannon (1/Day). The drow fires a ball of concentrated webbing from his hand crossbow, targeting a point he can see within 30 feet. On impact, it creates a Spider’s Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the “Terrain” section.


  • Parry. The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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