Medium humanoid (elf), Neutral Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 45 (10d8) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 10 (+0) | 17 (+3) | 13 (+1) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +6, Deception +4, Perception +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 14 |
| Languages | Elvish, Undercommon |
| Challenge | 7 |
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Melee Attack Roll: +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.
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.
The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire, levitate (self only)
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