--- !MonsterVO Type: humanoid (elf) Size: Medium Alignment: neutral evil ArmorClass: 15 (chain shirt) HitPoints: 13 (3d8) Speed: 30 ft. Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 11 (+0) Wisdom: 11 (+0) Charisma: 12 (+1) Skills: Perception +2, Stealth +4 Senses: darkvision 120 ft., passive Perception 12 Languages: Elvish, Undercommon Challenge: 1/4 (50 XP) Id: monsters_vo.md#drow ParentLink: monsters_vo.md#monsters-npc-and-animals Name: Drow ParentName: Monsters, NPC and Animals NameLevel: 1 AltName: '[Drow](hd_monsters_drow.md)' Attributes: {} --- > [Monsters, NPC and Animals](srd_monsters.md) --- # Drow - CEO: [Drow](hd_monsters_drow.md) -  Medium humanoid (elf), neutral evil - **Armor Class** 15 (chain shirt) - **Hit Points** 13 (3d8) - **Speed** 30 ft. |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |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) ## Special Features **_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)_ 1/day each: _[darkness](srd_spells_darkness.md), [faerie fire](srd_spells_faerie_fire.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.