The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Drow Mage
Medium Humanoid Neutral Evil
- Skills
- Arcana +6, Deception +4, Perception +4, Stealth +5
- Senses
- darkvision 120 ft., passive Perception 14
- Languages
- Elvish, Undercommon
- Environment
- underdark
Traits
Fey Ancestry
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting
Innate Spellcasting
The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
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 the following wizard spells prepared:
Cantrips
mage hand
minor illusion
poison spray
ray of frost
Level 1 (4 slots)
mage armor
magic missile
shield
witch bolt
Level 2 (3 slots)
alter self
misty step
web
Level 3 (3 slots)
fly
lightning bolt
Level 4 (3 slots)
Evard's black tentacles
greater invisibility
Level 5 (2 slots)
cloudkill
Actions
Staff
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
Summon Demon (1/Day)
The drow magically summons a quasit, or attempts to summon a shadow demon with a 50% chance of success. The summoned demon appears in an unoccupied space within 60 feet 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.