Drow Ranger

Medium humanoid (elf), neutral evil

Armor Class

16 (studded leather)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Saves

Dex +7, Con +5, Wis +5

Skills

Nature +3, Perception +5, Stealth +7, Survival +5

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

5

Accurate Archer

The drow ignores half-cover and three-quarters-cover when using a bow.

Cunning Action

The drow can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.

Evasion

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.

Fey Ancestry

The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.

Keen Hearing and Sight

The drow has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Innate Spellcasting

The drow's innate spellcasting ability is Charisma (spell save DC 15). The drow can innately cast the following spells, requiring no components. • At will: dancing lights, detect evil and good, pass without traces • 1/Day: darkness, entangle, levitate (self only), misty step, speak with plants

Sunlight Sensitivity

While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The drow noble makes two attacks.

Longsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Drow Ranger

Medium humanoid (elf), chaotic evil

Armor Class

14 (studded leather)

Hit Points

22 (4d8 + 4)

Speed

30 ft.

Skills

Perception +2, Stealth +4

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

1/2

Fey Ancestry

The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.

Innate Spellcasting

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)

Spider Climb

The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity

While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, or fall unconscious for 1 minute from the effects of a sleeping toxin. This effect ends for a creature if it takes damage or someone uses an action to wake it.