Drow Spy

Medium humanoid (elf), Any alignment

Armor Class

12

Hit Points

27 (6d8)

Speed

walk 30 ft.

Skills

Deception +5, Insight +4, Investigation +5, Perception +1, Persuasion +5, Sleight of hand +4, Stealth +4

Senses

darkvision 120 ft.

Languages

any two languages, Elvish

Challenge

1

Cunning Action

On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn)

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.

Fey Ancestry

Drow Spy has advantage on saving throws against being charmed, and magic can't put Drow Spy to sleep.

Sunlight Sensitivity

While in sunlight, Drow Spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

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

Actions

Multiattack

The spy makes two melee attacks.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Drow Spy

Medium humanoid (elf), neutral evil

Armor Class

16 (studded leather)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Skills

Deception + 6, Perception +6, Stealth +7

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

4

Cunning Action

The drow can use a bonus action on its turn to take the Dash, Disengage, Hide, or Use an Object action.

Fey Ancestry

The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.

Innate Spellcasting

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)

Inscrutable

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.

Second-Story Work

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.

Sneak Attack (1/Turn)

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.

Sunlight Sensitivity

While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Toxic Tooth

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.

Actions

Multiattack

The drow makes two attacks.

Dagger

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.