Drow Bandit

Medium humanoid (elf), Any Non-Lawful Alignment

Armor Class

12 (leather armor)

Hit Points

11 (2d8+2)

Speed

walk 30 ft.

Skills

Perception +1

Senses

darkvision 120 ft.

Languages

any one language (usually Common), Elvish

Challenge

1/8

Fey Ancestry

Drow Bandit has advantage on saving throws against being charmed, and magic can't put Drow Bandit to sleep.

Sunlight Sensitivity

While in sunlight, Drow Bandit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

Drow Bandit's innate spellcasting ability is Charisma (spell save DC 10). Drow Bandit can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire

Actions

Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.