15 (studded leather)
27 (5d8 + 5)
30 ft.
Animal Handling +2, Perception +2, Stealth +5
poison
poisoned
darkvision 120 ft.
Elvish, Undercommon
1
The drow has advantage on saving throws made to avoid falling off its mount. If it does fall off its mount and descends no more than 10 feet, it can land on its feet if it's not incapacitated. Finally, mounting or dismounting a creature costs it only 5 feet of movement, rather than half its speed.
When the drow hits a target with a melee attack while mounted on a giant spider, the spider can make a melee attack against the same target as a reaction.
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 12). The drow can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only)
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: 7 (1d10 + 2) slashing damage plus 3 (1d6) poison damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.