{"index":"drow","name":"Drow","size":"Medium","type":"humanoid","subtype":"elf","alignment":"neutral evil","armor_class":[{"type":"armor","value":15,"armor":[{"index":"chain-shirt","name":"Chain Shirt","url":"/api/2014/equipment/chain-shirt"}]}],"hit_points":13,"hit_dice":"3d8","hit_points_roll":"3d8","speed":{"walk":"30 ft."},"strength":10,"dexterity":14,"constitution":10,"intelligence":11,"wisdom":11,"charisma":12,"proficiencies":[{"value":2,"proficiency":{"index":"skill-perception","name":"Skill: Perception","url":"/api/2014/proficiencies/skill-perception"}},{"value":4,"proficiency":{"index":"skill-stealth","name":"Skill: Stealth","url":"/api/2014/proficiencies/skill-stealth"}}],"damage_vulnerabilities":[],"damage_resistances":[],"damage_immunities":[],"condition_immunities":[],"senses":{"darkvision":"120 ft.","passive_perception":12},"languages":"Elvish, Undercommon","challenge_rating":0.25,"proficiency_bonus":2,"xp":50,"special_abilities":[{"name":"Fey Ancestry","desc":"The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.","damage":[]},{"name":"Innate Spellcasting","desc":"The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness, faerie fire","spellcasting":{"ability":{"index":"cha","name":"CHA","url":"/api/2014/ability-scores/cha"},"dc":11,"modifier":0,"components_required":["V","S"],"spells":[{"name":"Dancing Lights","level":0,"url":"/api/2014/spells/dancing-lights","usage":{"type":"at will","rest_types":[]}},{"name":"Darkness","level":2,"url":"/api/2014/spells/darkness","usage":{"type":"per day","times":1,"rest_types":[]}},{"name":"Faerie Fire","level":1,"url":"/api/2014/spells/faerie-fire","usage":{"type":"per day","times":1,"rest_types":[]}}]},"damage":[]},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","damage":[]}],"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage":[{"damage_type":{"index":"piercing","name":"Piercing","url":"/api/2014/damage-types/piercing"},"damage_dice":"1d6+2"}],"actions":[]},{"name":"Hand Crossbow","desc":"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.","attack_bonus":4,"damage":[{"damage_type":{"index":"piercing","name":"Piercing","url":"/api/2014/damage-types/piercing"},"damage_dice":"1d6+2"}],"actions":[]}],"image":"/api/images/monsters/drow.png","url":"/api/2014/monsters/drow","updated_at":"2026-06-02T19:33:15.979Z","forms":[],"legendary_actions":[],"reactions":[]}