Drow

Drow

Medium humanoid, neutral evil
  • Armor Class 15 (chain shirt)
  • Hit Points 13 (3d8)
  • Speed 30 ft.
  • STR
    10 (+0)
  • DEX
    14 (+2)
  • CON
    10 (+0)
  • INT
    11 (+0)
  • WIS
    11 (+0)
  • CHA
    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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.