b'Drow, Slaver \n'b'  Medium   humanoid  (elf),  neutral evil  \n'b'  Armor Class  18 (studded leather, shield) \n'b' Hit Points  65 (10d8 + 20) \n'b' Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  19 (+4)  CON:  15 (+2)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +5,  Wis  +4 \n'b' Skills   Perception  +4,  Stealth  +10 \n'b' Senses   darkvision  120 ft., passive  Perception  14 \n'b' Languages  Elvish, Undercommon \n'b' Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fey Ancestry . The  drow  has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put the  drow  to  sleep . \n'b'  Innate Spellcasting . The  drow\xe2\x80\x99s  spellcasting ability is  Charisma  (spell save DC 13). He can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  dancing lights  \n'b'  1/day each :  darkness ,  faerie fire ,  levitate  (self only) \n'b'\n'b'  Sunlight Sensitivity . While in sunlight, the  drow  has disadvantage on  attack  rolls as well as on  Wisdom  ( Perception ) ability checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  drow  makes two Rapier attacks. \n'b'  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. \n'b'  Rapier .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. \n'b'  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\xe2\x80\x99s Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the \xe2\x80\x9cTerrain\xe2\x80\x9d section. \n'b'\n'b' REACTIONS \n'b'\n'b'  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.'