Kassoon

This is homebrew, submitted by a member of the community.

Enon Vanas

Enon Vanas

Medium Drow, Chaotic NeutralMedium Drow, Chaotic Neutral
Armor Class 1717
[~<13]
+/-/*
Hit Points 150 (52d6+4)150 ([52d6+4])
[~1-6]
Speed 30 ft.30 ft.

STR
14 (+2)
DEX
21 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)

Token URL:
Saving Throws -Dex+9, Con+7, Wis+6 -Dex+9, Con+7, Wis+6
Skills -Perception +6, Stealth +9 -Perception [+6], Stealth [+9]
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses Darkvision 60 Ft., Passive Perception 8Darkvision 60 Ft., Passive Perception 8
Languages Elvish, UndercommonElvish, Undercommon
PB +4
Challenge 11 (7,200 XP)

[+instructions]

-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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: dancing lights

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

-Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

-Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

-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 innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: dancing lights

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

-Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

-Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.

Shadow Sword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1min.

Hand Crossbow Ranged Weapon Attack: +9 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

minute.

Multiattack The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 ([6d6]) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.

Shadow Sword Melee Weapon Attack: [+9] to hit, reach 5 ft., one target. Hit: 8 ([1d6+5]) piercing damage plus 10 ([3d6]) necrotic damage and 10 ([3d6]) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1min.

Hand Crossbow Ranged Weapon Attack: [+9] 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

minute.

Legendary Actions

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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