Drow Favored ConsortMedium humanoid (drow)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Spellcasting. The drow favored consort’s spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: abscond, adrenaline rush, alarm, bound proximity, darkness, detect magic, disintegrate, enlarge/reduce, faerie fire, floating disk, force barrier, force bulwark, force shield, force spear, force weapon, invigorate, knock/lock, levitate (self only), mage armor, magic missiles, moment of alacrity, regenerate, relocate, skill empowerment, striding and springing, sudden shift, sustenance, teleport, toppling punch, transposition
2 mana: avert teleport, essence of night, force hail, force hand, force sword, freedom of movement, glyph of warding, homing motes, instant summons, locate portal, metabolic adaptation, synesthete, tiny hut, trace teleport, upheaval, wall of force, word of recall
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Scimitar. Melee Weapon Attack: +11 to hit, reach 1 m. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.
Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 1 m. or range 3/10 m. Hit: 7 (1d4 + 5) piercing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.
Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 5/20 m. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Fortitude 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 regains consciousness if it takes damage or if another creature uses an action to shake it.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9