16 (studded leather)
58 (9d8 + 18)
30 ft.
Dex +7, Con +5, Wis +5
Nature +3, Perception +5, Stealth +7, Survival +5
darkvision 120 ft.
Elvish, Undercommon
5
The drow ignores half-cover and three-quarters-cover when using a bow.
The drow can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.
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.
The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.
The drow has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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
While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow noble makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
14 (studded leather)
22 (4d8 + 4)
30 ft.
Perception +2, Stealth +4
darkvision 120 ft.
Elvish, Undercommon
1/2
The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.
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)
The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
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.