THE SHARED REFERENCE Adventurer

Monster

Drow Bandit

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
12 (leather armor)
Hit points
11 (2d8 + 2)
Speed
Walk 30 ft.
Challenge rating
1/8
Alignment
Neutral Evil
Strength
11
Dexterity
12
Constitution
12
Intelligence
10
Wisdom
10
Charisma
10
Passive Perception
10
Skills
perception: +2
Senses
darkvision 120 ft.
Languages
any one language (usually Common), Elvish, Undercommon

Traits

Fey Ancestry

The drow bandit has advantage on saving throws against being charmed, and magic can't put the drow bandit to sleep.

Sunlight Sensitivity

While in sunlight, the drow bandit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Innate Spellcasting

The drow bandit's innate spellcasting ability is Charisma (spell save DC 10). The drow bandit can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

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