Drow Elite Warrior

Medium humanoid (elf), Neutral Evil

Armor Class

18 (studded leather armor, shield)

Hit Points

71 (11d8+22)

Speed

walk 30 ft.

Saves

Dex +7, Con +5, Wis +4

Skills

Perception +4, Stealth +10

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

5

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.

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 each: darkness, faerie fire, levitate (self only)

Actions

Multiattack

The drow makes two shortsword attacks.

Shortsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow

Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) 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.

Variant: Drow Magic Armor and Weapons

Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.