Drow
Drow
Medium humanoid (elf), neutral evilMedium humanoid (elf), neutral evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew'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.
[b]Fey Ancestry.[/b] The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
[b]Innate Spellcasting.[/b] The drew's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: [spell]dancing lights[/spell]
1/day each: [spell]darkness[/spell],[spell]faerie fire[/spell]
[b]Sunlight Sensitivity.[/b] 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 (ld6+2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1 d6+2) piercing damage, and the target must succeed on a DC 13 Constitutio.n 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.
[b]Shortsword.[/b] Melee Weapon Attack: [+4] to hit, reach 5 ft., one target. Hit: 5 (l[d6+2]) piercing damage.
[b]Hand Crossbow.[/b] Ranged Weapon Attack: [+4] to hit, range 30/120 ft., one target. Hit: 5 (1 [d6+2]) piercing damage, and the target must succeed on a DC 13 Constitutio.n 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.
Legendary Actions
Details
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