Kryx RPGThemesMonsters

Drow Mage

Medium humanoid (elf)
Challenge
7 (2,900 XP)

STR
−1
DEX
2
CON
0
INT
3
WIS
1
CHA
1

45
10d8
12
Fort
+0
Ref
+0
Will
+2
Defense note 15 with mage armor

Speed 9 m.
Senses darkvision 35 m., passive Perception 14
Skills Arcana +6, Deception +4, Perception +4, Stealth +5
Languages Elvish, Undercommon

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

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells:

At will: dancing lights

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

Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has 14 mana, a mana limit of 3, regains its mana when it finishes a short or long rest, and knows the following spells:

Cantrips (at will): icicle, minor illusion, minor telekinesis, poison spray

1 mana: alter self, force shield, invisibility, levitate, lightning bolt, mage armor, magic missiles, teleport

2 mana: cloudkill, web

3 mana: black tentacles

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

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 1.5 m. Hit: 3 (1d8 − 1) bludgeoning damage, plus 3 (1d6) poison damage.

Summon Demon (1/long rest). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 18 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 as an action.

Underdarkmm