Medium humanoid, any alignment
- Armor Class
- 18 (studded leather armor, shield)
- Hit Points
- 84 (13d8 + 26)
- Speed
- 30 ft.
- Challenge
- 4 (1,100 XP)
- Saving Throws
- Con +4, Dex +6, Wis +3
- Skills
- Stealth +8, Perception +3
- Senses
- darkvision 120 ft., passive Perception 13
- Languages
- Elvish, Undercommon
Traits
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores half cover and three-quarters cover when making ranged attacks with a pistol.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The drow makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.
Spellcasting
The drow's spellcasting ability is Charisma (spell save DC 12) It can innately cast the following spells, requiring no material components: