Medium humanoid, any alignment
- Armor Class
- 17 (studded leather armor)
- Hit Points
- 150 (20d8 + 60)
- Speed
- 30 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Con +7, Dex +9, Wis +6
- Skills
- Stealth +9, Perception +6
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- Elvish, Undercommon
Traits
Magical darkness doesn't impede the drow's darkvision.
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 three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.
Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) 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
While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Spellcasting
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):