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2025-06-07 07:58:30 -05:00

1.5 KiB

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.