Medium humanoid, chaotic evil
- Armor Class
- 15
- Hit Points
- 13 (3d8)
- Speed
- 30 ft.
- Challenge
- 1/4 (50 XP)
- Skills
- Stealth +4, Perception +2
- Senses
- Darkvision 120 ft., passive Perception 12
- Languages
- Common, Elvish, Undercommon
Traits
The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can't put the drow to sleep.
While in sunlight, the drow has Disadvantage on attack rolls.
Actions
Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
Ranged Attack Roll: +4, range 30/120 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target makes a saving throw. con DC 12. The target has the Poisoned condition for 1 hour. If the target fails the save by 5 or more, it also has the Unconscious condition while Poisoned in this way. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.
Spellcasting
The drow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 11):