Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document. (v5.1 2014)


Drow

Drow

Medium, humanoid, neutral evil
Armor Class
15 (armor)
Hit Points
13
(3d8)
Speed:
Walk 30 ft.,
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.
Passive Perception:
12
Languages: Elvish, Undercommon
CR:
1/4
(50 XP)
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

Spell Save DC
11
Spells

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.