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
NoneOther Information
Languages: Elvish, Undercommon
Challenge Rating: 0.25
Proficiency Bonus: 2
XP: 50