Drow
medium humanoid, neutral evil
Defense
Proficiencies & Senses
Reference Text
Size: Medium Type: Humanoid Alignment: neutral evil Armor Class: 15 Hit Points: 13 Hit Dice: 3d8 Speed: "walk": 30 Challenge Rating: 1/4 Actions: ["attack_bonus": 4, "damage_bonus": 2, "damage_dice": "1d6", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "name": "Shortsword", "attack_bonus": 4, "damage_bonus": 2, "damage_dice": "1d6", "desc": "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.", "name": "Hand Crossbow"] Special Abilities: ["desc": "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.", "name": "Fey Ancestry", "desc": "The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness, faerie fire", "name": "Innate Spellcasting", "desc": "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity"]