Drow · CR 1/4
Type: Humanoid · Size: Medium · Grade: Low (capacity 10 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Time | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Drow Blood | Unique | Medium | 100 | Medicine or Survival 15 | 1 minute | – | Necrotic, Poison |
| White Scalp | Creature Part, Trophy | Low | 10 | Medicine or Survival 10 | 5 minutes | Lightning, Necrotic, Slashing | Acid, Fire |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Low), DC 10.
- Night Eyes – from Darkvision
- Nerva Magna – from Keen Senses
- Blood Arcanum – from Innate Spellcasting
Part descriptions
Drow Blood
Dark, almost purple blood tainted with demonic magic – but good for magical writing.
Good for: scrolls of darkness or faerie fire (good fit).
Statblock
Drow – SRD 5.1
Medium Humanoid (Elf), Neutral Evil
AC 15 (chain shirt) · HP 13 (3d8) · Speed 30 ft.
Score Save Score Save STR 10 (+0) +0 INT 11 (+0) +0 DEX 14 (+2) +2 WIS 11 (+0) +0 CON 10 (+0) +0 CHA 12 (+1) +1 Skills Perception +2, Stealth +4
Senses Darkvision 120 ft.; Passive Perception 12
Languages Elvish, Undercommon
CR 1/4 (XP 50; PB +2)
Traits
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: At will: dancing lights 1/day each: darkness, faerie fire 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, 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.
Statblock from the System Reference Document 5.1 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 194); SRD 5.1 (size) – part descriptions rewritten in our own words.