13 (leather armor)
16 (3d8+3)
walk 30 ft.
Nature +4, Perception +1, Stealth +6, Survival +5
darkvision 120 ft.
any one language (usually Common), Elvish
1/2
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Drow Scout has advantage on saving throws against being charmed, and magic can't put Drow Scout to sleep.
While in sunlight, Drow Scout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Drow Scout's innate spellcasting ability is Charisma (spell save DC 10). Drow Scout can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
The scout makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.