## 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.