13 (natural armor)
19 (3d8 + 6)
30 ft.
poison
blinded, charmed, frightened, paralyzed, poisoned
darkvision 90 ft.
Primordial
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 9). 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 has advantage on saving throws against spells and other magical effects.
While in sunlight, the drow has 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: 5 (1d6 + 2) bludgeoning damage.
The drow breathes out dark spores at one creature it can see within 10 ft. of it. The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage.