SRD51Wiki/Monsters/Elf, Drow.md
Mario Panighetti 24dfed9679 center-aligned monster columns
- center-aligned all columns in monster stat blocks and standardized widths (each column is now the maximum required width to accommodate an ability score of `30 (+10)`)
2024-03-28 15:47:09 -07:00

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## 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.