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Drow Warrior

Medium humanoid (elf), lawful evil
Armor Class 16 (studded leather +1) destroyed in daylight
Hit Points 32 (5d8+10)
Speed 30ft

STR
15 +2
DEX
16 +3
CON
14 +2
INT
10 0
WIS
12 +1
CHA
14 +2

Skills Perception +3, Stealth +5
Senses darkvision 120 ft., passive Perception 13
Languages Common, Elfish, Undercommon
Challenge 2 (450 XP)

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day: darkness, faerie fire


Fey Ancestry. The drow has advantage on saving throws against being charmed, 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 (Perception) checks that rely on sight.


Actions

Multiattack. The drow warrior makes two shortsword+1 attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) 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

Parry. The drow adds 2 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.


 

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