Monster
Drow Commoner
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 10
- Hit points
- 4 (1d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 0
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 10
- Constitution
- 10
- 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 commoner has advantage on saving throws against being charmed, and magic can't put the drow commoner to sleep.
Sunlight Sensitivity
While in sunlight, the drow commoner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Innate Spellcasting
The drow commoner's innate spellcasting ability is Charisma (spell save DC 10). The drow commoner can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)