: The drow has advantage
on saving throws against being charmed
, and magic can't put the drow to sleep.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
1/day each: darkness
, faerie fireSunlight Sensitivity
: 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) piercing
: 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
for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious
while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.