Elf, Drow

Medium humanoid (elf), neutral evil

Armour Class: 15 (chain shirt)
Hit Points: 13 (3d8)
Speed: 30 ft.

STRDEXCON
10 (+0)14 (+2)10 (+0)
INTWISCHA
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)


Abilities

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.


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.