STR
10
(0)
DEX
14
(2)
CON
10
(0)
INT
11
(0)
WIS
11
(0)
CHA
12
(1)
Saving Throws:
—
Skills:
Perception +2
,
Stealth +4
Damage Vulnerabilities:
—
Damage Resistances:
—
Damage Immunities:
—
Condition Immunities:
—
Senses:
darkvision 120 ft.
Languages: Elvish, Undercommon
Proficiency Bonus: 2
Traits:
-
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
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.