16 (chain shirt, shield)
11 (2d8+2)
walk 30 ft.
Perception +1
darkvision 120 ft.
any one language (usually Common), Elvish
1/8
Drow Guard has advantage on saving throws against being charmed, and magic can't put Drow Guard to sleep.
While in sunlight, Drow Guard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Drow Guard's innate spellcasting ability is Charisma (spell save DC 10). Drow Guard can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.