Actions/Abilities/Traits: (D&D 5e)
Action
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 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 uses its action to shake the target awake.
Action
Multiattack
The drow makes two Rapier attacks.
Action
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
Action
Web Cannon (1/Day)
The drow fires a ball of concentrated webbing from his hand crossbow, targeting a point he can see within 30 feet. On impact, it creates a Spider's Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the "Terrain" section.
Reaction
Parry
The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
Special
1/day each
darkness, faerie fire, levitate (self only)
Special
At will
dancing lights
Special
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Special
Innate Spellcasting
The drow's spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
Special
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls as well as on Wisdom (Perception) ability checks that rely on sight.