Drow House Captain

Drow House Captain
CR 9Medium Humanoid (Drowelf), Neutral Evil
Reveal Stat Block
Armor Class
16 ({@item chain mail|phb})Hit Points
162 (25d8 + 50)Speed
30 ft.str
14
+2
dex
19
+4
con
15
+2
int
12
+1
wis
14
+2
cha
13
+1
Traits
Battle Command.As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
Fey Ancestry.The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
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 three attacks: two with his scimitar and one with his whip or his hand crossbow.
Scimitar.mw 8 to hit, reach 5 ft., one target. ({@damage 1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Whip.mw 8 to hit, reach 10 ft., one target. ({@damage 1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
Hand Crossbow.rw 8 to hit, range 30/120 ft., one target. ({@damage 1d6 + 4) piercing damage, and the target must succeed on a 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.
Reactions.Reactions the creature can take:
Parry.The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.