{"name":"Elf, Drow","cr":"1\/4 (50 XP)","types":"humanoid (elf)","size":"Medium","languages":"Elvish, Undercommon","alignment":"Neutral Evil","description":"","suggestedenvironment":"","ac":"15 (chain shirt)","hitpoints":"13 [roll:3d8]","strength":"10","dexterity":"14","constitution":"10","intelligence":"11","wisdom":"11","charisma":"12","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"darkvision 120 ft., passive Perception 12","skills":"Perception +2, Stealth +4","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"[b]Innate Spellcasting.[\/b] The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following Spells, requiring no material components:","atwill":"Dancing Lights","onceperday":"Darkness, Faerie Fire","twiceperday":"","thriceperday":"","specialabilities":"[b]Fey Ancestry.[\/b] The drow has advantage on saving throws against being charmed, and magic can\u2019t put the drow to sleep. \r\n[br]\r\n[br]\r\n[b]Sunlight Sensisivity.[\/b] While in sunlight, the drow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","actions":"[b]Shortsword.[\/b] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 [roll:1d6+2] piercing damage.\r\n[br]\r\n[br]\r\n[b]Hand Crossbow.[\/b] Ranged Weapon Attack: +4 to hit, range 30\/120 ft., one target. Hit: 5 [roll: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.","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"on","templateId":"21","blockId":"403090","world":"44b4b5de-584d-4a1d-bf72-cbb28f86a7b9","folder":""}