**_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](srd_spells_dancing_lights.md)_
**_Sunlight Sensitivity_**. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
## Actions
**_Shortsword_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
_Hit_: 5 (1d6 + 2) piercing damage.
**_Hand Crossbow_**. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
_Hit_: 5 (1d6 + 2) 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.