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
Armour Class 20 (+3 drowrought studded leather)
Hit Points 71
Speed 30 ft.
Saving Throws Dex +3, Con +3, Wis +2
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.
+2 Drowrought Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) bludgeoning damage. If Shoor is bloodied add an additional 1d6 damage. If he has combat advantage add an additional 2d6 damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 feet, 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. Crafted by the drow, this slim black wand has 7 charges. As a bonus action, Shoor may use the wand.
Wand of Viscid Globs. Ranged Weapon Attack: +4 to hit, range 60 feet, one target.
Hit: While holding it, Shoor can us a bonus action and expend 1 charge to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of him. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Seek Revenge. If an enemy within 30 feet drops one of Shoor’s allies to 0 hit points, Shoor moves up to his speed to a square adjacent to the triggering enemy and uses maul against the enemy.