Monster
Drow Guard
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (chain shirt, shield)
- Hit points
- 11 (2d8 + 2)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/8
- Alignment
- Neutral Evil
- Strength
- 13
- Dexterity
- 12
- Constitution
- 12
- Intelligence
- 10
- Wisdom
- 11
- Charisma
- 10
- Passive Perception
- 12
- Skills
- perception: +2
- Senses
- darkvision 120 ft.
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Fey Ancestry
The drow guard has advantage on saving throws against being charmed, and magic can't put the drow guard to sleep.
Sunlight Sensitivity
While in sunlight, the drow guard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Spear
Melee Weapon Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Innate Spellcasting
The drow guard's innate spellcasting ability is Charisma (spell save DC 10). The drow guard can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)