Drow Favored Consort

Medium humanoid (elf), neutral evil

Armor Class

15 (18 with mage armor)

Hit Points

225 (30d8 + 90)

Speed

30 ft.

STR

15 (+2)

DEX

20 (+5)

CON

16 (+3)

INT

18 (+4)

WIS

15 (+2)

CHA

18 (+4)

Senses

darkvision 120 ft., passive Perception 18

Saving Throws

Dex +11, Con +9, Cha +10

Skills

Acrobatics +11, Athletics +8, Perception +8, Stealth +11

Languages

Elvish, Undercommon

Challenge

18 (20,000 XP)

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

Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 18). 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 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:

  • Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost

  • 1st level (4 slots): burning hands, mage armor, magic missile, shield

  • 2nd level (3 slots): gust of wind, invisibility, misty step, shatter

  • 3rd level (3 slots): counterspell, fireball, haste

  • 4th level (3 slots): dimension door, Otiluke’s resilient sphere

  • 5th level (2 slots): cone of cold

  • 6th level (1 slot): chain lightning

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

War Magic. When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.

Actions

Multiattack The drow makes three scimitar attacks.

Scimitar Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.

Hand Crossbow Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

medium
humanoid
cr18
mordenkainens-tome-of-foes
(p. 183)