CR 1/4
Medium Humanoid
Armor Class 15 (chain shirt)
Hit Points 12
Speed 30 ft.
Perception 12 Stealth 14

Sensesdarkvision 120 ft.
Languages Elvish, Undercommon

+0 +2 +0 +0 +0 +1

Fey Ancestry. The drow is resistant to the charmed condition, and magic can’t put the drow to sleep.

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight.


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

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Poison Weapon. The drow coats one weapon it is wearing or carrying in one of the following poisons. Each time the drow hits a creature with that weapon, the target must succeed on a DC 11 CON save or be poisoned for 1 minute and suffer the chosen poison’s effect while poisoned in this way. The poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The poison remains on the weapon until the start of the drow’s next turn.

– Beetle’s Bite. The target’s speed is halved while poisoned.

– Dark Caress. The target is blinded while poisoned.

– Nightmare’s Kiss. The target is frightened of the drow while poisoned.

– Slumber’s Call. The target falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.


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