12
27 (6d8)
walk 30 ft.
Deception +5, Insight +4, Investigation +5, Perception +1, Persuasion +5, Sleight of hand +4, Stealth +4
darkvision 120 ft.
any two languages, Elvish
1
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Drow Spy has advantage on saving throws against being charmed, and magic can't put Drow Spy to sleep.
While in sunlight, Drow Spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Drow Spy's innate spellcasting ability is Charisma (spell save DC 13). Drow Spy can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
The spy makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
16 (studded leather)
58 (9d8 + 18)
30 ft.
Deception + 6, Perception +6, Stealth +7
darkvision 120 ft.
Elvish, Undercommon
4
The drow can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.
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 14). 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 is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the drow's intentions or sincerity have disadvantage.
Climbing does not cost the drow extra movement. In addition, when the drow makes a running jump, the distance it covers increases by 3 feet.
Once per turn, the drow deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drow that isn't incapacitated and the drow doesn't have disadvantage on the attack roll.
While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
One of the drow's teeth is a false tooth filled with a deadly, poisonous fungus. If it is broken open, it kills the drow in seconds.
The drow makes two attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 10 (3d6) poison damage.
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.