Monster
Drow of Lolth
Outside your table’s allowed sources
Official reference · FRAiF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 15
- Hit points
- 13 (3d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/4
- Alignment
- Chaotic Evil
- Strength
- 10
- Dexterity
- 14
- Constitution
- 10
- Intelligence
- 11
- Wisdom
- 11
- Charisma
- 12
- Passive Perception
- 12
- Skills
- perception: +2; stealth: +4
- Senses
- Darkvision 120 ft.
- Languages
- Common, Elvish, Undercommon
Traits
Fey Ancestry
The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can't put the drow to sleep.
Sunlight Sensitivity
While in sunlight, the drow has Disadvantage on attack rolls.
Actions
Rapier
Melee Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
Drow Hand Crossbow
Ranged Attack: +4, range 30/120 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target makes a saving throw. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition for 1 hour. If the target fails the save by 5 or more, it also has the Unconscious condition while Poisoned in this way. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.
The drow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: Dancing Lights
1/day: Faerie Fire