Drow Inquisitor
Medium humanoid (elf), neutral evil
Armor Class
16 (breastplate)
Hit Points
143 (22d8 + 44)
Speed
30 ft.
STR
11 (0)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
21 (+5)
CHA
20 (+5)
Condition Immunities
frightened
Senses
darkvision 120 ft., passive Perception 20
Saving Throws
Con +7, Wis +10, Cha +10
Skills
Insight +10, Perception +10, Religion +8, Stealth +7
Languages
Elvish, Undercommon
Challenge
14 (11500 XP)
Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows.
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). She can innately cast the following spells, requiring no material components:
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At will: dancing lights, detect magic
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1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire , levitate (self only), suggestion
Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.
Spellcasting. 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:
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Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy
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1st level (4 slots): bane, cure wounds, inflict wounds
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2nd level (3 slots): blindness/deafness, silence, spiritual weapon
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3rd level (3 slots): bestow curse, dispel magic, magic circle
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4th level (3 slots): banishment, divination, freedom of movement
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5th level (2 slots): contagion, dispel evil and good, insect plague
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6th level (1 slot): harm, true seeing
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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 it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.