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)