Drow CR 1/4 Medium humanoid

"The Bestiary is not responsible for adventurers who skipped this page."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (elf), neutral evil

Armor Class 15 (chain shirt) Hit Points 13 (3d8) Speed 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 10 (+0)
INT 11 (+0)
WIS 11 (+0)
CHA 12 (+1)

Skills Perception +2, Stealth +4

Senses darkvision 120 ft., passive Perception 12

Languages Elvish, Undercommon

Challenge 1/4 (50 XP)   Proficiency Bonus +2

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:

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.

πŸ“– Open these spells in the Spellbook

Where to meet one

The encounter builder rolls the drow for fights in πŸ•³οΈ underdark.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.