17 (+1 studded leather)
58 (9d8 + 18)
30 ft.
Dex +7, Int +5
Acrobatics +7, Deception +5, Perception +5, Stealth +7
darkvision 120 ft.
Elvish, Undercommon
9
During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
If the drow is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drow instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.
The drow's innate spellcasting ability is Charisma (spell save DC 11). The drow can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only)
Once per turn, the assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow assassin makes two attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a success.