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Shoor
Size
Medium
Monster Race
Humanoid (elf)
Alignment
Neutral Evil
Armor Class
18 (studded leather, shield)
Hit Points
71
Speed
6m
Attributes
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
Features
Saving Throws
Dex +7, Con +5, Wis +4
Skills
Perception +4, Stealth +10
Senses
Darkvision 24m
Languages
Elvish, Undercommon
Challenge
5 (1,800 XP)
Abilities
Fey Ancestry
Shoor has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting
Shoors spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: Dancing Lights
1/day each: Darkness, Faerie Fire, Levitate (self only)
Sunlight Sensitivity
While in sunlight, Shoor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack
Shoor makes two shortsword attacks.
Shortsword
Melee Weapon Attack: +7 to hit, reach 1m, one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow
Ranged Weapon Attack: +7 to hit, range 6/24m, 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 takes an action to shake it awake.
Wand of Viscid Globs
Ranged Weapon Attack: +4 to hit, range 12m, one target. Hit: target is covered in viscous glob and is restrained for 1 hour. Applying 0.5 liters of alcohol, or 1 vial of Oil of Slipperiness or Universal Solvent, or sunlight exposure removes the restrained effect and dissolves the glob.
Reactions
Parry
Shoor adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.