Drow
Medium Humanoid (elf), neutral evil
50 XP
Special Abilities
Fey Ancestry
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 fire
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 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 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.
Quick Reference
Running This Encounter
Drow are cunning ambush predators who rely on superior tactics and darkness. Position them in shadowy terrain where their darkvision grants advantage, and have them use hit-and-run tactics with ranged weapons before closing to melee. Use the drow's innate spellcasting (dancing lights, faerie fire) to disrupt the party's positioning and create opportunities for advantage attacks. Remember that drow are typically part of a larger raiding party or patrol, so reinforcements or escape routes should factor into their strategy.
Combat Tactics
Drow prioritize ranged attacks from concealment, using their hand crossbows while staying 60+ feet from melee threats. Once engaged, they employ faerie fire to expose enemies and gain pack advantage, then retreat to darkness if overwhelmed. They coordinate with allies and are willing to sacrifice weaker members to escape with intelligence or plunder.
Environment & Setting
Underground caverns, drow outposts, or the Underdark where magical darkness and difficult terrain provide cover. Ideal encounters feature multiple elevation levels, pillars for cover, and sources of magical or natural darkness to neutralize darkvision advantages.