Elf, Drow
Elf, Drow
Medium humanoid (elf), neutral evil
Armor Class 15 (chain shirt)
Hit Points 13 (3d8)
Speed 30 ft.
| 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
Challenge 1/4 (50 XP)
- 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.