Drow
Medium humanoid, neutral evil
STR
10
DEX
14
CON
10
INT
11
WIS
11
CHA
12
Armor Class: 15
Hit Points: 13 (3d8)
Speed: Walk 30 ft., Swim
Challenge Rating: 0.25 (50 XP)
Saving Throws:
Skills: Perception +2 Stealth +4
Senses: darkvision 120 ft. passive perception 12
Languages: Elvish, Undercommon
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.