Monster
Drow Cultist
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12 (leather armor)
- Hit points
- 9 (2d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/8
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 12
- Constitution
- 10
- Intelligence
- 10
- Wisdom
- 11
- Charisma
- 10
- Passive Perception
- 10
- Skills
- deception: +2; religion: +2; perception: +2
- Senses
- darkvision 120 ft.
- Languages
- any one language (usually Common), Elvish, Undercommon
Traits
Dark Devotion
The cultist has advantage on saving throws against being charmed or frightened.
Fey Ancestry
The drow cultist has advantage on saving throws against being charmed, and magic can't put the drow cultist to sleep.
Sunlight Sensitivity
While in sunlight, the drow cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Scimitar
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Innate Spellcasting
The drow cultist's innate spellcasting ability is Charisma (spell save DC 10). The drow cultist can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)