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Drow

Size
Medium
Type
Humanoid
Alignment
Neutral-Evil
Armor Class
15
Speeds
30
Strength Score
10
Dexterity Score
14
Constitution Score
10
Intelligence Score
11
Wisdom Score
11
Charisma Score
12
Skill Proficiencies
Perception, Stealth
Vision
Darkvision (120ft)
Languages Ref
Elvish, Undercommon
Hit Points
13
Languages Prep
Elvish, Undercommon
Languages
Elvish, Undercommon

Medium humanoid (elf), 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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.