Monster
Drow Inquisitor
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (breastplate)
- Hit points
- 143 (22d8 + 44)
- Speed
- Walk 30 ft.
- Challenge rating
- 14
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 15
- Constitution
- 14
- Intelligence
- 16
- Wisdom
- 21
- Charisma
- 20
- Passive Perception
- 20
- Saving Throws
- con: +7; wis: +10; cha: +10
- Skills
- insight: +10; perception: +10; religion: +8; stealth: +7
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
- Condition Immunities
- frightened
Traits
Discern Lie
The drow knows when she hears a creature speak a lie in a language she knows.
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Magic Resistance
The drow has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack
The drow makes three death lance attacks.
Death Lance
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Innate Spellcasting
The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared:
Spell slots: 0: spells: guidance, message, poison spray, resistance, thaumaturgy; 1: slots: 4; spells: bane, cure wounds, inflict wounds; 2: slots: 3; spells: blindness/deafness, silence, spiritual weapon; 3: slots: 3; spells: bestow curse, dispel magic, magic circle; 4: slots: 3; spells: banishment, divination, freedom of movement; 5: slots: 2; spells: contagion, dispel evil and good, insect plague; 6: slots: 1; spells: harm, true seeing