Medium humanoid, neutral evil
- Armor Class
- 12 (leather armor)
- Hit Points
- 11 (2d8 + 2)
- Speed
- 30 ft.
- Challenge
- 1/8 (25 XP)
STR
11
+0
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
10
+0
- Skills
- Perception +2
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Fey Ancestry.
The drow bandit has advantage on saving throws against being charmed, and magic can't put the drow bandit to sleep.
Sunlight Sensitivity.
While in sunlight, the drow bandit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow.
Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Spellcasting
Innate Spellcasting.
The drow bandit's innate spellcasting ability is Charisma (spell save DC 10). The drow bandit can innately cast the following spells, requiring no material components: