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Medium humanoid · CR 1/4

Drow

Armor Class15
Hit Points13 (3d8)
Speed30 ft.
ChallengeCR 1/4 (50 XP)
STR
10
(+0)
DEX
14
(+2)
CON
10
(+0)
INT
11
(+0)
WIS
11
(+0)
CHA
12
(+1)
SkillsPerception +2, Stealth +4
Sensesdarkvision 120 ft., passive Perception 12
LanguagesElvish, Undercommon
Special Abilities
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.

Running Drow in an encounter

As a CR 1/4 threat worth 50 XP, Drow is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/4 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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