THE SHARED REFERENCE Adventurer

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)

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