Drow

Armor Class
15

(Natural Armor)

Hit Points
13
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Skills
Perception +4
Stealth +4
Senses
Darkvision 120ft
Passive Perception 12
Languages
Elvish,
Undercommon
Challenge
1/4

Traits

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.