12 (leather armor)
9 (2d8)
walk 30 ft.
Deception +2, Religion +2, Perception +1
darkvision 120 ft.
any one language (usually Common), Elvish
1/8
The cultist has advantage on saving throws against being charmed or frightened.
Drow Cultist has advantage on saving throws against being charmed, and magic can't put Drow Cultist to sleep.
While in sunlight, Drow Cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Drow Cultist's innate spellcasting ability is Charisma (spell save DC 10). Drow Cultist can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.