Drow (Magic Equipment)
Source: Monster Manual p. 128. Available in the SRD
title: Drow (Magic Equipment)
*Medium humanoid (Drow elf), Neutral Evil*
- **Armor Class** 16 ([+1 chain shirt](Mechanics/CLI/items/drow-1-armor-mm.md))
- **Hit Points** 13 (`3d8`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|10 (+0)|14 (+2)|10 (+0)|11 (+0)|11 (+0)|12 (+1)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** [Perception](Mechanics/CLI/rules/skills.md#Perception) +2, [Stealth](Mechanics/CLI/rules/skills.md#Stealth) +4
- **Senses** [darkvision](Mechanics/CLI/rules/senses.md#Darkvision) 120 ft., passive Perception 12
- **Gear** [hand crossbow](Mechanics/CLI/items/hand-crossbow-xphb.md), [shortsword](Mechanics/CLI/items/shortsword-xphb.md)
- **Languages** Elvish, Undercommon
- **Challenge** 1/4
## Traits
***Innate Spellcasting.*** The drow's spellcasting ability is Charisma (spell save DC 11). 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)
***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 a [+1 chain shirt](Mechanics/CLI/items/drow-1-armor-mm.md) and carries a [+1 shortsword](Mechanics/CLI/items/drow-1-weapon-mm.md). These items lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
## Actions
***+1 Shortsword.*** *Melee Weapon Attack:* `+5` to hit, reach 5 ft., one target. *Hit:* 6 (`1d6 + 3`) piercing damage.
***Hand Crossbow.*** *Ranged Weapon Attack:* `+4` to hit, range 30/120 ft., one target. *Hit:* 5 (`1d6 + 2`) 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.Environment
underdark