Medium humanoid, neutral evil
- Armor Class
- 16 (chain shirt, shield)
- Hit Points
- 11 (2d8 + 2)
- Speed
- 30 ft.
- Challenge
- 1/8 (25 XP)
STR
13
+1
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
11
+0
CHA
10
+0
- Skills
- Perception +2
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Fey Ancestry.
The drow guard has advantage on saving throws against being charmed, and magic can't put the drow guard to sleep.
Sunlight Sensitivity.
While in sunlight, the drow guard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Spear.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Spellcasting
Innate Spellcasting.
The drow guard's innate spellcasting ability is Charisma (spell save DC 10). The drow guard can innately cast the following spells, requiring no material components: