Medium humanoid (elf), neutral evil

  • Armor Class 15 (Chain Shirt)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

10 (+0) 

14 (+2) 

10 (+0) 

11 (+0) 

11 (+0) 

12 (+1)

  • Skills Perception +2, Stealth +4
  • Senses Darkvision 120 Ft., passive Perception 12
  • Languages Elvish, Undercommon
  • Challenge 1/4 (50 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: 
    At will: dancing lights
    1/day each: darkness, faerie fire
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage. 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