Drow
Medium Humanoid neutral evil
- Armor Class: 15 (chain shirt)
- Hit Points: 13 (3d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: 5.1 SRD (2015 MM), page 307
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
11 (+0) |
11 (+0) |
12 (+1) |
- Skills: perception +2, stealth +4
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Elvish, Undercommon
Special Abilities
- 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
- 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.
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