I didn’t like the generic nature of the drow pursuit force from Out of the Abyss. I modified some key characters and added/removed NPCs at different encounters. This is the Shoor the party fought when the drow force finally caught up and brought them to battle.
Medium humanoid (elf), neutral evil
Hit Points 71
Speed 30 ft.
|16 (+3)||18 (+4)||14 (+2)||14 (+2)||14 (+2)||10 (+0)|
Saving Throws Dex +7, Con +5, Wis +5
Condition Immunities sleep
Skills Perception +2, Religion +1, Stealth +6
Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Combat Advantage. Shoor deals an extra 2d6 damage on melee and ranged attacks against any target he has advantage against.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. Shoor’s spellcasting ability is Charisma (spell save DC 11). He can innately cast the following spells, requiring no material components. Shoor may cast these spells as a bonus action:
At will: dancing lights
1/day each: cloud of darkness (as darkness but it does not block line of sight for drow), darkfire (as 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.
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Great alternate for Shoor! His Saving Throws don’t make too much sense however.
Thanks and FIXED!
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