Monster
Drow Acolyte
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 10
- Hit points
- 9 (2d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/4
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 10
- Constitution
- 10
- Intelligence
- 10
- Wisdom
- 14
- Charisma
- 11
- Passive Perception
- 12
- Skills
- medicine: +4; religion: +2; perception: +4
- Senses
- darkvision 120 ft.
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Fey Ancestry
The drow acolyte has advantage on saving throws against being charmed, and magic can't put the drow acolyte to sleep.
Sunlight Sensitivity
While in sunlight, the drow acolyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:
Spell slots: 0: spells: light, sacred flame, thaumaturgy; 1: slots: 3; spells: bless, cure wounds, sanctuary
Innate Spellcasting
The drow acolyte's innate spellcasting ability is Charisma (spell save DC 10). The drow acolyte can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)