12
27 (6d8)
30 ft.
Arcana +5, History +5, Perception +3
darkvision 120 ft.
Elvish, Abyssal, Deep Speech, Dwarvish, Undercommon
1
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 13). The drow can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only), silence
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: 4 (1d8) bludgeoning damage.
The drow begins to drone on and on, any creatures within 30 ft. must make a successful DC 12 Wisdom saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns.