Drow
Size
Medium
Monster Race
Humanoid (elf)
Alignment
Neutral evil
Armor Class
15 (Chain Shirt)
Hit Points
13 (3d8)
Speed
6m
Attributes
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Features
Skills
Perception +2, Stealth +4
Senses
Darkvision 24m, passive perception 12
Languages
Elvish, Undercommon
Challenge
1/4 (50 XP)
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
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 1m, one target. Hit: (1d6 + 2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, reach 6/24m, one target. Hit: (1d6 + 2) piercing damage. 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