33 lines
1.5 KiB
Markdown
33 lines
1.5 KiB
Markdown
# Drow
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*Medium* *Humanoid* *neutral evil*
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- **Armor Class:** 15 (chain shirt)
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- **Hit Points:** 13 (3d8)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1/4 (50 XP)
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- **Source:** 5.1 SRD (2015 MM), page 307
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) |
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- **Skills:** perception +2, stealth +4
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- **Senses:** darkvision 120 ft., passive Perception 12
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- **Languages:** Elvish, Undercommon
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### Special Abilities
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- **Fey Ancestry:** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
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- **Innate Spellcasting:** The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
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At will: dancing lights
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1/day each: darkness, faerie fire
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- **Sunlight Sensitivity:** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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### Actions
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- **Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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- **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.
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