THE SHARED REFERENCE Adventurer

Monster

Drow Scout

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Medium
Armor class
13 (leather armor)
Hit points
16 (3d8 + 3)
Speed
Walk 30 ft.
Challenge rating
1/2
Alignment
Neutral Evil
Strength
11
Dexterity
14
Constitution
12
Intelligence
11
Wisdom
13
Charisma
11
Passive Perception
15
Skills
nature: +4; perception: +5; stealth: +6; survival: +5
Senses
darkvision 120 ft.
Languages
any one language (usually Common), Elvish, Undercommon

Traits

Keen Hearing and Sight

The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Fey Ancestry

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

Sunlight Sensitivity

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

Actions

Multiattack

The scout makes two melee attacks or two ranged attacks.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow

Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Innate Spellcasting

The drow scout's innate spellcasting ability is Charisma (spell save DC 10). The drow scout 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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