Sources
CR
Type
Size
Alignment
Movement

Drow Scout

Medium Humanoid (elf), Neutral Evil

Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
11
+0
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common), Elvish, Undercommon
Challenge 1/2 (100 XP)

Traits

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Fey Ancestry. The drow scout has advantage on saving throws against being charmed, and magic can't put the drow scout to sleep.

Sunlight Sensitivity. While in sunlight, the drow scout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

Innate Spellcasting. The drow scout's innate spellcasting ability is Charisma (spell save DC 10). The drow scout can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage.