Drow Mage

Medium Humanoid (Elf), Neutral Evil

STR
9 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
17 (+3)
WIS
13 (+1)
CHA
12 (+1)
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.

Innate Spellcasting.

The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting.

The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

Level 1 (4 slots): mage armor, magic missile, shield, witch bolt

Level 2 (3 slots): alter self, misty step, web

Level 3 (3 slots): fly, lightning bolt

Level 4 (3 slots): Evard's black tentacles, greater invisibility

Level 5 (2 slots): cloudkill

Actions

Staff.

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day).

The drow magically summons a quasit, or attempts to summon a shadow demon with a 50% chance of success. 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.

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Drow Mage

Source: Monster Manual (2014), p. 129 - Licenses and attribution