Medium humanoid (elf), Neutral Evil
| Armor Class | 18 (studded leather armor, shield) |
|---|---|
| Hit Points | 71 (11d8 + 22) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 18 (+4) | 14 (+2) | 11 (+0) | 13 (+1) | 12 (+1) |
| Saving Throws | Con +5, Dex +7, Wis +4 |
|---|---|
| Skills | Perception +4, Stealth +10 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 14 |
| Languages | Elvish, Undercommon |
| Challenge | 5 |
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.
The drow makes two shortsword attacks.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Ranged Attack Roll: +7 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 wakes up if it takes damage or if another creature takes an action to shake it awake.
The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire, levitate (self only)