Drow

Medium humanoid (elf), neutral evil
Armor Class 15 (chain shirt)
Hit Points 13 (3d8)
Speed 30ft.
| 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 120ft., passive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
Traits
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 5ft., one target.
Hit: 5 (1d6+2) piercing damage.
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120ft., 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.
- name Drow
- type humanoid
- kind elf
- alignment neutral evil
- ac 15
- hp 13 (3d8)
- size medium
- abilities
- name STR
- value 10
- name DEX
- value 14
- name CON
- value 10
- name INT
- value 11
- name WIS
- value 11
- name CHA
- value 12
- speed 30ft
- cr 0.25
- skills
- name Perception
- value 2
- name Stealth
- value 4