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.
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)