12 (leather armor)
11 (2d8+2)
walk 30 ft.
Perception +1
darkvision 120 ft.
any one language (usually Common), Elvish
1/8
Drow Bandit has advantage on saving throws against being charmed, and magic can't put Drow Bandit to sleep.
While in sunlight, Drow Bandit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.