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Drow

Medium Humanoid neutral evil

Armour class
15
Hit points
13 (3d8)
Speed
walk 30 ft.
Challenge
1/4
  • STR 10 (+0)
  • DEX 14 (+2)
  • CON 10 (+0)
  • INT 11 (+0)
  • WIS 11 (+0)
  • CHA 12 (+1)
Senses
darkvision 120 ft., passive Perception 12
Languages
Elvish, Undercommon

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.

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.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

System Reference Document 5.1 · Creative Commons Attribution 4.0

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