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Drow

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Basic

Size: Medium

Type: humanoid

Alignment: neutral evil

Health

Hit Points: 13

Hit Dice: 3d8

HP Roll: 3d8

Armor

Type: armor

Value: 15

Movement

Walk: 30 ft.

Fly: None

Swim: None

Ability Scores

Strength: 10

Dexterity: 14

Constitution: 10

Intelligence: 11

Wisdom: 11

Charisma: 12

Proficiencies

  • Skill: Perception: +2
  • Skill: Stealth: +4

Senses

  • darkvision: 120 ft.
  • passive_perception: 12

Damage Vulnerabilities

None

Damage Resistances

None

Damage Immunities

None

Condition Immunities

None

Special 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
    • Level:
    • Ability: CHA
    • DC: 11
    • Modifier: 0
    • School:
    • Components Required:
      • V
      • S
    • Slots
    • Spells
      • Level 0, Dancing Lights
      • Level 2, Darkness
      • Level 1, 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.

Legendary Actions

None

Other Information

Languages: Elvish, Undercommon

Challenge Rating: 0.25

Proficiency Bonus: 2

XP: 50