Drow
Armor Class 15
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 darkvision120 ft. , passive Perception 12
Languages Elvish, Undercommon
Traits
- 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/Ranged Weapon Attack: +4 to hit.
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Hand Crossbow. Melee/Ranged Weapon Attack: +4 to hit.
- 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.