15 (mage armor)
38 (7d8 + 7)
30 ft.
Int +6, Wis +7, Cha +8
Arcana +7, Perception +4, Stealth +4
darkvision 120 ft.
Elvish, Undercommon
7
The drow has advantage on saving throws against being charmed, and magic can't put it to sleep.
The drow's innate spellcasting ability is Charisma (spell save DC 14). The drow can innately cast the following spells, requiring no components. • At will: dancing lights • 1/Day: darkness, faerie fire, levitate (self only)
The drow is a 9th level wizard. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit). It has the following spells prepared. • Cantrips (at will): blade ward, fireboltmessage, minor illusion • 1st level (4 slots): feather fall, mage armor, magic missile, shield • 2nd level (3 slots): invisibility, misty step, scorching ray • 3rd level (3 slots): counterspell, fireball, water breathing • 4th level (3 slots): arcane eye, blight, wall of fire • 5th level (1 slots): scrying
The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the drow disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, or fall unconscious for 1 minute from the effects of a sleeping toxin. This effect ends for a creature if it takes damage or someone uses an action to wake it.