Sources
CR
Type
Size
Alignment
Movement

Hanne Hallen

Medium Humanoid (elf), Neutral Evil

Armor Class 12, 15 with mage armor
Hit Points 13 (3d8)
Speed 30 ft.
STR
10
+0
DEX
14
+2
CON
10
+0
INT
17
+3
WIS
11
+0
CHA
12
+1
Skills Perception +2, Stealth +4, Arcana +5, Investigation +5
Senses darkvision 120 ft., passive Perception 12
Languages Elvish, Undercommon, Common
Challenge 1/4 (50 XP)

Traits

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

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

Spellcasting

Innate Spellcasting. Hanne'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

Spellcasting. Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): minor illusion, ray of frost

1st level (4 slots): shield, mage armor

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.