Extreme Option: The Demon Weave Author’s Foreword Lolth’s attempt to build the Demon Weave was Council of Spiders Revisited is a resource many years before the events of Extreme Drowess. designed to offer a range of utility. You can use this If folding your campaign into the world of Extreme book to directly convert the events and encounters Drowess, the central conflict should be over Matron from Council of Spiders for play in the 5e rule Mother Rauvaena Dyrr Do’Urden’s attempt to bring set. The basic conversion is intended to preserve males into the Ruling Council, pushing her vision of tier 1 playability, so it includes several Underdark a more equitable culture in Menzoberranzan. This antagonists balanced for challenging, but survivable shift should have little impact on the events of the tier 1 play. This book also includes narrative notes for story, other than to shift the motivations of the NPCs setting the conflict in a version of Faerûn that appears involved accordingly. The stakes remain the same – Will on the Extreme Drowess twitch show/podcast, a the drow city adapt, stamp down change in favor of possible version of the Forgotten Realms. The setting tradition, or tear itself apart in chaotic disharmony? as presented in the Extreme Option sidebars stems Updated Magic Items from the actions of the characters and NPCs on that d20 Result show, and is the fruit of, at the time of this writing, 60 episodes of gameplay. On one hand, it is a developed 1 2 potions of healing world with cause and effect, stemming off of the 2 armor (+1) canonical Forgotten Realms timeline at a very crucial 3 weapon (+1) and important moment in time. On the other hand, it 4 ring of protection is super nerdy drow fanfiction by a couple of freelance 5 wand of smiles (XGtE) writers and their cosplayer buddies, many of whom 6 driftglobe were new to Dungeons and Dragons when this stream started. 7 brooch of shielding 8 amulet of health In this version, the events of Out of the Abyss played out in one of the worst imaginable ways, 9 piwafi (OotA) ensuring the destruction of a significant portion of 10 gloves of thievery the City of Spiders. This book looks at the actions 11 weapon of warning of a group of drow survivors in the aftermath of that 12 2 shiver-strike ammunition (see below) destruction and the effort to rebuild the city and the 13 2 unbreakable arrows (XGtE) society of the people who call it home. Naturally, there 14 elven chain are spoilers for the story of Extreme Drowess. 15 potion of invisibility But you didn’t pick this up to read my ramblings. 16 eyes of charming Let’s play some D&D! 17 lapis lazuli spell gem (OotA) Travis Legge 18 moon-touched sword (XGtE) 19 wand of viscid globes (OotA) PREPARING FOR PLAY 20 Roll twice more (reroll if 20 comes up again) Shiver Strike Ammunition As you prepare for your converted Council of Spiders adventure, make the following changes: Weapon, very rare • Ignore Renown Shiver Strike ammunition is special metallic ammunition • Use the Updated Magic Items Table instead of the Trea- designed to burst upon impact, tossing shrapnel into nearby sure Table on p. 3. For armor and weapons assign choices creatures. When a target is hit with shiver strike ammunition, the player characters are proficient with. Most items on the target and all creatures within 10 feet of the target must this table appear in the DMG. Exceptions have an abbrevia- make a DC 13 Dexterity saving throw, taking 1d6 piercing tion after their name on the table (OotA = Out of the Abyss, damage on a failure, or half as much on a success. If the target XGtE = Xanathar’s Guide to Everything) of the initial attack is a creature, they make this saving throw at Sampledisadvantage. file Higher Tier Play If an attack made with Shiver Strike ammunition misses, the Several creatures listed in this conversion have DM may choose to have the item hit a wall or barrier behind (Reduced Threat) in their title. To challenge higher tier the intended target. If the DM chooses to do so, all creatures parties, use the standard versions of these creatures within 10 feet of the impact must make a Dexterity saving found in 5e D&D books! throw as detailed above. BY TRAVIS LEGGE 3 Finally, the following actions taken in the course Session 0: Character Creation of the adventure can modify a character’s Station, as shown on the table below. Create your characters according to the rules and guidelines presented in 5e. Drow characters are Station Modifiers recommended, but not necessary. While it is true that Action Station Modifier traditional depictions of the drow depict them as evil, Survive an ambush +2 do not feel beholden to any alignment choices. Your Gain a level +1 drow can be of any alignment. Drow culture certainly Display a weak emotion (love, kindness) –1 incorporates numerous evil elements, but there is no reason that the characters in your name can’t stray Refusing to recognize the Station of a drow –1 commoner or noble from those cultural norms. You might secretly adhere to stronger morals, disagreeing with the inhumane Refusing to recognize the Station of a –2 excesses of drow culture. Or, you might be a brave priestess of Lolth or a wizard provocateur, who openly challenges the status quo as Back down from a conflict –2 much as you can, flirting with the executioner’s axe in Show mercy –2 the name of progress. Refusing to recognize the station of a high –3 priestess of Lolth or a Matron Mother Extreme Option: Alignment and Religion Speak ill of Lolth –3 The events of Extreme Drowess saw an active upswing Strike a drow female –3 in the worship of Eilistraee thanks to the evangelism Disobey a priestess of Lolth –4 and heroism of High Priestess Liahana Yaeldrin. There is an incredibly uneasy truce between the Each time the adventurers complete a house goal Spider Queen’s followers and those who worship Lady (including a goal of Bregan D’aerthe), the members of Silverhair, but her worship is no longer punishable that house gain +1 Station. Station does not come into by death in Menzoberranzan. Other members of play much in this adventure, but for a hard and fast the Dark Seldarine may receive varying degrees of rule, you can permit characters of higher Station to worship as well. Even the Eberron Vulkoor may have advantage on social rolls against those of lower have worshipers among the drow, due to events of the Station, provided both parties recognize the other’s podcast. Station Station Chapter 1

Council of Spiders includes a mechanic called This section covers the encounters and story Worth, which is a measure of your character’s presented in Chapter 1. Any text not mentioned standing in drow society. If you wish to include it, herein from the original adventure may be presented you may do so. The following mechanic replaces unchanged. Worth, if you wish to use it instead, or you may ignore this aspect of play. Note that Station in drow society Session 1: Monster Cave still harbors ideas of sexism and racism, and that progressive drow frequently ignore or subvert Station The basics of this encounter remain unchanged with in the name of building a better society. the following exceptions: • Change “Perception DC 18: A larger creature of the Starting Station same sort lurks near the ceiling on the far side of the cav- Condition Station Modifier ern.” to “Characters who make a successful DC 15 Wisdom Female +3 (Perception) check notice that a larger creature of the same Male –3 sort lurks near the ceiling on the far side of the cavern” • Creatures: Use the stat blocks included herein for the Member of House Xorlarrin or House +1 creatures in this encounter. Replace the cave fisher angler Melarn with the cave fisher, replace the ochre jelly with the ochre PriestessSample+3 jelly, and replace the cave fisherfile spawn with the juvenile Wizard +2 cave fisher. • Features of the Area: Replace the text in that section with Fighter +1 the Monster Cave Features sidebar. Over the course of the campaign, characters’ Station is modified by their actions. 4 THE COUNCIL OF SPIDERS Monster Cave Features Cave Fisher, Juvenile Light: Phosphorescent mushrooms scattered Small monstrosity, unaligned throughout the area provide a small amount of green Armor Class 13 (natural armor) light, filing the cave with dim light. Hit Points 44 (8d6 + 16) Speed 20 ft., climb 20 ft. Cliff: The cliff rises 10 feet (DC 10 Strength (Athletics) to climb) to the eastern side of the cavern. STR DEX CON INT WIS CHA 13(+1) 13(+1) 14(+2) 3(−4) 10(+0) 3(−4) The walls of the cavern stretch up 20 feet to an Ceiling: Skills Perception +2 arched ceiling, so it’s 10 feet above the eastern side of Senses blindsight 60 ft., passive Perception 12 the cavern. A creature clinging to the ceiling has half Languages — cover from stalactites. Challenge 1/4 (50 XP) Floors: The mushroom patches and the piles of fallen Flammable Blood. If the juvenile cave fisher drops to half its hit rock are difficult terrain. points or fewer, it gains vulnerability to fire damage. Spider Climb. The cave fisher can climb difficult surfaces, Cave Fisher including upside down on ceilings, without needing to make an ability check. Medium monstrosity, unaligned Armor Class 16 (natural armor) Actions Hit Points 58 (9d8 + 18) Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Speed 20 ft., climb 20 ft. Hit: 4 (1d6 + 1) slashing damage. STR DEX CON INT WIS CHA Ochre Jelly 16(+3) 13(+1) 14(+2) 3(−4) 10(+0) 3(−4) Skills Perception +2, Stealth +5 Large ooze, unaligned Senses blindsight 60 ft., passive Perception 12 Armor Class 8 Languages — Hit Points 45 (6d10 + 12) Challenge 3 (700 XP) Speed 10 ft., climb 10 ft. Adhesive Filament. The cave fisher can use its action to extend STR DEX CON INT WIS CHA a sticky filament up to 60 feet, and the filament adheres to 15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5) anything that touches it. A creature adhered to the filament is Damage Resistances Acid grappled by the cave fisher (escape DC 13), and ability checks Damage Immunities Lightning, Slashing made to escape this grapple have disadvantage. The filament Condition Immunities Blinded, Charmed, Deafened, can be attacked (AC 15; 5 hit points; immunity to poison and Exhaustion, Frightened, Prone psychic damage), but a weapon that fails to sever it becomes Senses Blindsight 60 ft. (blind beyond this radius), Passive stuck to it, requiring an action and a successful DC 13 Strength Perception 8 check to pull free. Destroying the filament deals no damage to Languages — the cave fisher, which can extrude a replacement filament on its Challenge 2 (450 XP) next turn. Amorphous. The jelly can move through a space as narrow as 1 Flammable Blood. If the cave fisher drops to half its hit points inch wide without squeezing. or fewer, it gains vulnerability to fire damage. Spider Climb. The jelly can climb difficult surfaces, including Spider Climb. The cave fisher can climb difficult surfaces, upside down on ceilings, without needing to make an ability including upside down on ceilings, without needing to make an check. ability check. Actions Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The cave fisher makes two attacks with its claws. target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. damage. Hit: 10 (2d6 + 3) slashing damage. Reactions Filament. One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided Split. When a jelly that is Medium or larger is subjected to that the target weighs 200 pounds or less. On a failure, the lightning or slashing damage, it splits into two new jellies if it target is pulled into an unoccupied space within 5 feet of the has at least 10 hit points. Each new jelly has hit points equal to cave fisher, and the cave fisher makes a claw attack against it half the original jelly’s, rounded down. New jellies are one size Samplesmaller than the original jelly. file as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.

BY TRAVIS LEGGE 5 NPCs replace the svirfneblin miners with the deep (svir- fneblin). Snüt uses the deep gnome ambusher stat block, For the NPCs listed in the “The Survivors” sidebar, use and should make a Dexterity (Stealth) check, when the the following. original text calls for a Stealth check. • Thezz Tlabbar: drow (p. 10) • Features of the Area: Replace the text in that section with • Guannerrae Tlabbar: drow mage (reduced threat) (p. the Mine Shaft Features sidebar. 11; currently has only one 1st level spell slot remaining, Mine Shaft Features 5 hit points, and 2 levels of exhaustion.) • Myaral Tlabbar: drow warpriest (p. 8; currently has Light: A brazier by the stairs provides bright light in a only 2 1st level spell slots remaining, 12 hit points, is 20-foot radius, and dim light for an additional 20 feet. blinded, and suffering 2 levels of exhaustion) Fallen Boulders: The area just south of the start area • The Traitor (Iyelle Tlabbar): drow warpriest (p.8) is blocked by fallen stones the svirfneblin dropped to None of the NPCs in this scene are interested in trap the adventurers in this area. The obstacle can be combat with the party. If attacked, they flee. cleared away, but not during the course of battle. Rubble: These piles of rocks are difficult terrain. Extreme Option: The Note If setting the story in a post Extreme Drowess Deep Gnome (Svirfneblin) timeframe, the note carried by Guannerrae Tlabbar Small humanoid (gnome), neutral good reads. “The will of the Goddess supports our cause. Armor Class 15 (Chain Shirt) When her imprisonment ended, her liberators declared Hit Points 16 (3d6 + 6) that we must become equals and sit beside the Speed 20 ft. priestesses on the Ruling Council. Let them hiss and STR DEX CON INT WIS CHA yowl, but they will not keep us from our rightful place!” 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1) Skills Investigation +3, Perception +2, Stealth +4 Session 2: Miners’ Ambush Senses Darkvision 120 ft., Passive Perception 12 Languages Gnomish, Terran, Undercommon This encounter is relatively straightforward. Challenge 1/2 (100 XP) There are a few items of note that must be stricken Stone Camouflage. The gnome has advantage on Dexterity or revised in the Tactics and Features of the Area (Stealth) checks made to hide in rocky terrain. sections. Gnome Cunning. The gnome has advantage on , • Protectors: replace the original adventure text with Wisdom, and Charisma saving throws against magic. “These gnomes hold the line to protect the slingers. They Innate Spellcasting. The gnome’s innate spellcasting ability ready actions to attack the first enemy to move within reach. is Intelligence (spell save DC 11). It can innately cast the These warriors hope to draw the adventurers to them so following spells, requiring no material components: their allies hiding in side corridors can attack from behind. At will: nondetection (self only) They stay close together to take full advantage of their pha- 1/day each: blindness/deafness, blur, disguise self lanx formation ability.” • Ambusher: replace the original adventure text with “The Actions ambusher hides at the beginning of combat and waits until War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. its turn to attack. Have the party make DC 22 Wisdom Hit: 6 (1d8 + 2) piercing damage. (Perception) checks, spotting the ambushers on a success. Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 When enemies move into sight, the ambusher makes a ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the sneak attack from hiding, then uses cunning action to at- target must succeed on a DC 12 Constitution saving throw tempt to hide again.” or be poisoned for 1 minute. The target can repeat the saving • Slingers: These deep gnomes (svirfneblin) stay behind throw at the end of each of its turns, ending the effect on itself their line of defenders. If they can’t get to a safe location to on a success. keep attacking from range, they would rather fight up close than retreat. • Miners: The miners flank their enemies, using the Help action to grant their allies advantage on attacks by menac- ing and distracting the party members. The miners near the stairs trySample to protect the slingers. file • Creatures: Use the stat blocks included herein for the creatures in this encounter. Replace the svirfneblin am- busher with the deep gnome ambusher, replace the svir- fneblin protector with the deep gnome protector, replace the svirfneblin slinger with the deep gnome slinger, and 6 THE COUNCIL OF SPIDERS Deep Gnome Ambusher Small humanoid (gnome), neutral Armor Class 15 (Studded Leather) Hit Points 31 (7d6 + 7) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 16 (+3) Skills Stealth +5 Senses Darkvision 120 ft., Passive Perception 10 Languages Gnomish, Terran, Undercommon Challenge 2 (450 XP) Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self Sneak Attack (1/Turn). The ambusher deals an extra 7 (2d6) Deep Gnome Protector damage when he hits a target with a weapon attack and has Small humanoid (gnome), neutral advantage on the attack roll, or when the target is within 5 feet Armor Class 18 (Chain Mail, Shield) of an ally of the ambusher that isn’t incapacitated, and the Hit Points 38 (7d6 + 14) ambusher doesn’t have disadvantage on the attack roll. Speed 20 ft. Actions STR DEX CON INT WIS CHA Multiattack. The ambusher makes two attacks with his 18 (+4) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) shortsword. Skills Stealth +5 Senses Darkvision 120 ft., Passive Perception 10 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Languages Gnomish, Terran, Undercommon target. Hit: 6 (1d6 + 3) piercing damage, and the target must Challenge 2 (450 XP) succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end Stone Camouflage. The gnome has advantage on Dexterity of each of its turns, ending the effect on itself on a success. (Stealth) checks made to hide in rocky terrain. Poisoned Dart. Ranged Weapon Attack: +5 to hit, range 30/120 Gnome Cunning. The gnome has advantage on Intelligence, ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the Wisdom, and Charisma saving throws against magic. target must succeed on a DC 12 Constitution saving throw Innate Spellcasting. The gnome’s innate spellcasting ability or be poisoned for 1 minute. The target can repeat the saving is Intelligence (spell save DC 10). It can innately cast the throw at the end of each of its turns, ending the effect on itself following spells, requiring no material components: on a success. At will: nondetection (self only) Reactions 1/day each: blindness/deafness, blur, disguise self Phalanx Formation. The protector has advantage on attack rolls Parry. The ambusher adds 3 to his AC against one melee and Dexterity saving throws while standing within 5 feet of a attack that would hit him. To do so, the ambusher must see the deep gnome ally wielding a shield. attacker and be wielding a melee weapon. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. SampleJavelin. Melee or Ranged Weapon fileAttack: +5 to hit, range 30/120 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. BY TRAVIS LEGGE 7 Deep Gnome Slinger Extreme Option: Iyelle’s mockery Small humanoid (gnome), neutral good If setting the story in a post Extreme Drowess Armor Class 14 (Leather) timeframe, you will need to make a slight edit to Hit Points 16 (3d6 + 6) Iyelle’s mocking comments. Replace “This world has Speed 20 ft. survived, and the goddess has prospered, without a STR DEX CON INT WIS CHA Demon Weave. It can continue thus.” with “This world 15 (+2) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 9 (-1) has survived, and the goddess has prospered, without Skills Investigation +3, Perception +2, Stealth +5 males on the Council. It can continue thus.” Senses Darkvision 120 ft., Passive Perception 12 No further changes should be required. Languages Gnomish, Terran, Undercommon Challenge 1 (200 XP) Returning Javelin of Lightning Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Weapon (javelin), rare (requires attunement) Gnome Cunning. The gnome has advantage on Intelligence, This javelin is a magic weapon. When you hurl it and speak Wisdom, and Charisma saving throws against magic. its command word, it transforms into a bolt of lightning, Innate Spellcasting. The gnome’s innate spellcasting ability forming a line 5 feet wide that extends out from you to a target is Intelligence (spell save DC 11). It can innately cast the within 120 feet. Each creature in the line excluding you and the following spells, requiring no material components: target must make a DC 13 Dexterity saving throw, taking 4d6 At will: nondetection (self only) lightning damage on a failed save, and half as much damage 1/day each: blindness/deafness, blur, disguise self on a successful one. The lightning bolt turns back into a javelin Actions when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the Multiattack. The slinger makes two attacks with their sling. javelin plus 4d6 lightning damage. Once an attack with the They may only use this action if there are no hostile creatures javelin is resolved, the javelin flies back to you, returning to within 5 feet of them. your hand. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The javelin’s lightning bolt property can be used twice and Hit: 6 (1d8 + 2) piercing damage. regains all spent uses at dawn. In the meantime, the javelin can Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one still be used as a magic weapon and will still return to the user creature. Hit: 5 (1d4 + 3) bludgeoning damage. when thrown. Proficiency with a javelin allows you to add your proficiency Session 3: Sezz’ia Outpost bonus to the attack roll for any attack you make with it. This section is where the plot truly thickens. There Drow Warpriest are a few minor adjustments to the text, but things Medium humanoid (), neutral evil should run relatively smoothly. Armor Class 16 (leather, shield) • In the Tactics section, under Iyelle’s entry, replace refer- Hit Points 71 (11d8 + 22) ence to “pain strand” with “spells.” 30 ft. • In the Tactics section, replace the Hobgoblins entry with Speed “The hobgoblins do their best to remain between attackers STR DEX CON INT WIS CHA and Iyelle.” 13 (+1) 16 (+3) 14 (+2) 11 (+0) 16 (+3) 12 (+1) • Under the “Obsidian Wall” header, replace “Perception Saving Throws Dex +6, Con +5, Wis +6 DC 12” with “Have the party make a DC 12 Wisdom (Per- Skills Perception +6, Stealth +6 ception) check. On a success, read the following:” Remove darkvision 120 ft., passive Perception 16 the second Perception Check, it is redundant. Senses • Replace “If two characters place their hands on the wall Languages Elvish, Undercommon and chant along with both chants, they must make a suc- Challenge 5 (1,800 XP) cessful Wisdom check (DC 8) to maintain the concentration Fey Ancestry. The drow has advantage on saving throws against required to stick to their own chant.” with “If two characters being charmed, and magic can’t put the drow to sleep. place their hands on the wall and chant along with both Innate Spellcasting. The drow’s spellcasting ability is Charisma chants, they must succeed on a DC 10 Wisdom saving (spell save DC 12). It can innately cast the following spells, throw to avoid confusion and stick to their own chant.” requiring no material components: • Replace the +1 shock spear with the returning javelin of At will: dancing lights lightningSample (see below.) file 1/day each: darkness, faerie fire, levitate (self only) • Replace the drow acolyte with the drow warpriest stat block, and the hobgoblin battle guard with the hobgoblin stat block.

8 THE COUNCIL OF SPIDERS Hobgoblin Medium humanoid (goblinoid), lawful evil Armor Class 18 (Chain Mail, Shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) Senses darkvision 60 ft., passive Perception 10 Languages , Undercommon Challenge 1/2 (100 XP) Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Spellcasting. The drow is a 5th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, spare the dying, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, ray of sickness 2nd level (3 slots): protection from poison, web 3rd level (2 slots): dispel magic Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. It 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 Sampleor if another creature takes an action to shake it file awake.

BY TRAVIS LEGGE 9