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Monster

Drow

Medium Humanoid · Neutral Evil

Monster Manual Page 128
Armor Class 15
Hit Points 13 (3d8)
Speed Walk 30 ft.
CR 1/4
STR 10 +0
DEX 14 +2
CON 10 +0
INT 11 +0
WIS 11 +0
CHA 12 +1

Traits

Fey Ancestry

The drow has advantage on saving throws against being , and magic can't put the drow to sleep.

Sunlight Sensitivity

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.

Actions

Shortsword

Melee Weapon Attack +4 to hit, reach 5 ft., one target. 5 () Piercing damage.

Hand Crossbow

Ranged Weapon Attack +4 to hit, range 30/120 ft., one target. 5 () Piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be for 1 hour. If the saving throw fails by 5 or more, the target is also while in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
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