Drow Inquisitor

Medium humanoid (elf), Neutral Evil

Armor Class

16 (breastplate)

Hit Points

143 (22d8+44)

Speed

walk 30 ft.

Saves

Con +7, Wis +10, Cha +10

Skills

Insight +10, Perception +10, Religion +8, Stealth +7

Condition Immunities

frightened

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

14

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.

Sunlight Sensitivity

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting

The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: • At will: dancing lights, detect magic • 1/Day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion

Spellcasting

The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: • Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy • 1st level (4 slots): bane, cure wounds, inflict wounds • 2nd level (3 slots): blindness/deafness, silence, spiritual weapon • 3rd level (3 slots): bestow curse, dispel magic, magic circle • 4th level (3 slots): banishment, divination, freedom of movement • 5th level (2 slots): contagion, dispel evil and good, insect plague • 6th level (1 slots): harm, true seeing

Actions

Multiattack

The drow makes three death lance attacks.

Death Lance

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum 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 hit point maximum is reduced to 0.

Variant: Demon Summoning

Some drow inquisitors have an action that allows them to summon a demon. Summon Demon (1/Day). 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 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. (see notes for link)

Drow Inquisitor

Medium humanoid (cleric, elf), typically neutral evil

Armor Class

16 (breastplate)

Hit Points

149 (23d8 + 46)

Speed

walk 30 ft.

Saves

Con +7, Wis +10, Cha +10

Skills

Insight +10, Perception +10, Religion +8, Stealth +7

Condition Immunities

frightened

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

14

Proficiency Bonus

+5

Discern Lie

The drow discerns when a creature in earshot speaks a lie in a language the drow knows.

Fey Ancestry

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

Sunlight Sensitivity

While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The drow makes three Death Lance attacks.

Death Lance

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Spellcasting

The drow's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): • At will: dancing lights, detect magic, message, thaumaturgy • 1/Day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), silence, suggestion, true seeing

Spectral Dagger (Recharges after a Short or Long Rest) (Bonus Action)

The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 9 (1d8 + 5) force damage. The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.