16 (breastplate)
143 (22d8+44)
walk 30 ft.
Con +7, Wis +10, Cha +10
Insight +10, Perception +10, Religion +8, Stealth +7
frightened
darkvision 120 ft.
Elvish, Undercommon
14
The drow knows when she hears a creature speak a lie in a language she knows.
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
The drow has advantage on saving throws against spells and other magical effects.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
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
The drow makes three death lance attacks.
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.
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)
16 (breastplate)
149 (23d8 + 46)
walk 30 ft.
Con +7, Wis +10, Cha +10
Insight +10, Perception +10, Religion +8, Stealth +7
frightened
darkvision 120 ft.
Elvish, Undercommon
14
+5
The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow makes three Death Lance attacks.
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.
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
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.