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2025-06-07 07:58:30 -05:00
# Drow
*Medium* *Humanoid* *neutral evil*
- **Armor Class:** 15 (chain shirt)
- **Hit Points:** 13 (3d8)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1/4 (50 XP)
- **Source:** 5.1 SRD (2015 MM), page 307
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) |
- **Skills:** perception +2, stealth +4
- **Senses:** darkvision 120 ft., passive Perception 12
- **Languages:** Elvish, Undercommon
### 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
- **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.