Drow Inquisitor

Medium Humanoid (Cleric, Elf), Neutral Evil

STR
11 (+0)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
21 (+5)
CHA
20 (+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.

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

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.

Bonus Actions

Spectral Dagger (Recharges after a Short or Long Rest).

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.

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Drow Inquisitor

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 102 - Licenses and attribution