Medium humanoid, any alignment
- Armor Class
- 16 (chain mail)
- Hit Points
- 162 (25d8 + 50)
- Speed
- 30 ft.
- Challenge
- 9 (5,000 XP)
- Saving Throws
- Con +6, Dex +8, Wis +6
- Skills
- Stealth +8, Perception +6
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- Elvish, Undercommon
Traits
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
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 Scimitar attacks and one Whip or Hand Crossbow attack.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) 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 regains consciousness if it takes damage or if another creature takes an action to shake it.
Bonus Actions
Reactions
The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Spellcasting
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):