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.
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)