# 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.