THE SHARED REFERENCE Adventurer

Monster

Drivvin Freth

Outside your table’s allowed sources

Official reference · WDMM · 2014

Creature type
Humanoid
Size
Medium
Armor class
12, 15
Hit points
99 (18d8 + 18)
Speed
Walk 30 ft.
Challenge rating
12
Alignment
Neutral Evil
Strength
10
Dexterity
14
Constitution
12
Intelligence
20
Wisdom
15
Charisma
16
Passive Perception
12
Saving Throws
int: +9; wis: +6
Skills
arcana: +13; history: +13; perception: +6
Senses
darkvision 120 ft.
Languages
Abyssal, Common, Dwarvish, Elvish, Goblin, Undercommon
Resistances
special: damage from spells, resist: bludgeoning, piercing, slashing; note: (from stoneskin); cond: True; preNote: nonmagical

Traits

Magic Resistance

Drivvin has advantage on saving throws against spells and other magical effects.

Fey Ancestry

Drivvin has advantage on saving throws against being charmed, and magic can't put Drivvin to sleep.

Sunlight Sensitivity

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

Actions

Dagger

Melee Weapon Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Summon Demon (1/Day)

Drivvin magically summons a demon of challenge rating 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.

Spellcasting

Drivvin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Drivvin can cast disguise self and invisibility at will and has the following wizard spells prepared:

At will: disguise self, invisibility

Spell slots: 0: spells: fire bolt, light, mage hand, prestidigitation, shocking grasp; 1: slots: 4; spells: detect magic, identify, mage armor, magic missile; 2: slots: 3; spells: detect thoughts, mirror image, misty step; 3: slots: 3; spells: counterspell, fly, lightning bolt; 4: slots: 3; spells: banishment, fire shield, stoneskin; 5: slots: 3; spells: cone of cold, scrying, wall of force; 6: slots: 1; spells: globe of invulnerability; 7: slots: 1; spells: teleport; 8: slots: 1; spells: mind blank*; 9: slots: 1; spells: time stop

*Drivvin casts these spells on itself before combat.

Innate Spellcasting

Drivvin's innate spellcasting ability is Charisma (spell save DC 15). Drivvin can innately cast the following spells, requiring no material components:

At will: dancing lights

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

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