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.
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.
The Drow in D&D have a reputation as being dark and cruel, often described as evil elves living deep underground. They are known for their agility and skill in combat, as well as their use of magic and poison. While their alignment is listed as neutral evil, some players argue that Drow can have more complex motivations and alignments. Their challenge rating of 1/4 makes them a relatively weak opponent compared to other creatures in the game, but their abilities and tactics can still pose a challenge for adventurers. Overall, the Drow are a popular and iconic enemy in the world of D&D, and their reputation as cunning and dangerous adversaries continues to make them a favorite among players and dungeon masters alike.
Drow is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Drow Pathfinder edition. Want to use Drow in a VTT (virtual tabletop)? Try out SendingStone for free today!
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