Drow Elite Warrior (Magic Equipment)

Source: Monster Manual p. 128

title: Drow Elite Warrior (Magic Equipment)
*Medium humanoid (Drow elf), Neutral Evil*
 
- **Armor Class** 20 ([+2 studded leather armor](Mechanics/CLI/items/drow-2-armor-mm.md), [shield](Mechanics/CLI/items/shield-xphb.md))
- **Hit Points** 71 (`11d8 + 22`) 
- **Speed** 30 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|13 (+1)|18 (+4)|14 (+2)|11 (+0)|13 (+1)|12 (+1)|
 
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +7, Constitution +5, Wisdom +4
- **Skills** [Perception](Mechanics/CLI/rules/skills.md#Perception) +4, [Stealth](Mechanics/CLI/rules/skills.md#Stealth) +10
- **Senses** [darkvision](Mechanics/CLI/rules/senses.md#Darkvision) 120 ft., passive Perception 14
- **Gear** [hand crossbow](Mechanics/CLI/items/hand-crossbow-xphb.md), [shortsword](Mechanics/CLI/items/shortsword-xphb.md)
- **Languages** Elvish, Undercommon
- **Challenge** 5
 
## Traits
 
***Innate Spellcasting.*** The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
 
**At will:** [dancing lights](Mechanics/CLI/spells/dancing-lights-xphb.md)
 
**1/day each:** [darkness](Mechanics/CLI/spells/darkness-xphb.md), [faerie fire](Mechanics/CLI/spells/faerie-fire-xphb.md), [levitate](Mechanics/CLI/spells/levitate-xphb.md) (self only)
 
***Fey Ancestry.*** The drow has advantage on saving throws against being [charmed](Mechanics/CLI/rules/conditions.md#Charmed), and magic can't put the drow to sleep.
 
***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ([Perception](Mechanics/CLI/rules/skills.md#Perception)) checks that rely on sight.
 
***Special Equipment.*** The drow wears [+2 studded leather armor](Mechanics/CLI/items/drow-2-armor-mm.md) and carries a [+2 shortsword](Mechanics/CLI/items/drow-2-weapon-mm.md). These items lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
 
## Actions
 
***Multiattack.*** The drow makes two shortsword attacks.
 
***+2 Shortsword.*** *Melee Weapon Attack:* `+9` to hit, reach 5 ft., one target. *Hit:* 9 (`1d6 + 6`) piercing damage plus 10 (`3d6`) poison damage.
 
***Hand Crossbow.*** *Ranged Weapon Attack:* `+7` to hit, range 30/120 ft., one target. *Hit:* 7 (`1d6 + 4`) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be [poisoned](Mechanics/CLI/rules/conditions.md#Poisoned) for 1 hour. If the saving throw fails by 5 or more, the target is also [unconscious](Mechanics/CLI/rules/conditions.md#Unconscious) while [poisoned](Mechanics/CLI/rules/conditions.md#Poisoned) in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
 
## Reactions
 
***Parry.*** The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Environment

underdark