Medium humanoid, neutral evil
- Armor Class
- 13 (leather armor)
- Hit Points
- 16 (3d8 + 3)
- Speed
- 30 ft.
- Challenge
- 1/2 (100 XP)
- Skills
- Nature +4, Stealth +6, Survival +5, Perception +5
- Senses
- darkvision 120 ft., passive Perception 15
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The drow scout has advantage on saving throws against being charmed, and magic can't put the drow scout to sleep.
While in sunlight, the drow scout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The scout makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Spellcasting
The drow scout's innate spellcasting ability is Charisma (spell save DC 10). The drow scout can innately cast the following spells, requiring no material components: