Elf, Drow
Medium humanoid (elf), neutral evil
- Armor Class
 - 15 (chain shirt)
 - Hit Points
 - 13 (3d8)
 - Speed
 - 30 ft.
 
| STR | DEX | CON | INT | WIS | CHA | 
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | 
- Skills
 - Perception +2, Stealth +4
 - Senses
 - darkvision 120 ft., passive Perception 12
 - Languages
 - Elvish, Undercommon
 - Challenge
 - 1/4 (50 XP)
 
- Fey Ancestry.
 The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
- Innate Spellcasting.
 The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will:
 - dancing lights
 - 1/day each:
 - darkness, faerie fire
 
- Sunlight Sensitivity.
 While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- 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, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.