Drow InquisitorMedium humanoid (drow)
Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.
Spellcasting. The drow inquisitor’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: bane, blindness/deafness, comprehend languages, conviction, conviction, darkness, detect magic, extort truth, faerie fire, gaze of two minds, heal, inflict wounds, judge, knowledge of the ages, levitate (self only), locate, seeking strike, silence
2 mana: banishment, bestow curse, clairvoyance, commune with nature, darkvision, detect thoughts, dispel magic, find the path, freedom of movement, ghostly gaze, hallow, harm, insect plague, legend lore, past impressions, seeing eye, seeing, spiritual weapon, suggestion
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Death Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 5/20 m. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack, plus 18 (4d8) necrotic damage. The target’s maximum health is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its maximum health is reduced to 0.
Variant: Summon Demon (1/long rest). The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required). (see notes for link)
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