Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The drow has the following wizard spells prepared:
Cantrips (at will): chill touch, fire bolt, message, ray of frost, shocking grasp
1st level (4 slots):burning hands, chromatic orb, detect magic, expeditious retreat, mage armor, magic missile, tenser's floating disk, unseen servant
2nd level (3 slots): alter self, arcane lock, blindness/deafness, detect thoughts, enlarge/reduce, shatter
3rd level (3 slots): animate dead, fireball, sending, sleet storm
4th level (3 slots): conjure minor elementals, control water, greater invisibility, ice storm, phantasmal killer, polymorph
5th level (2 slots): Bigby's hand, cone of cold, dominate person
6th level (1 slot): disintegrate, mass suggestion, wall of ice
7th level (1 slot): finger of death, simulacrum, teleport
8th level (1 slot): antimagic field, dominate monster
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage
Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Instinctive Charm. As a reaction, when someone the drow can see in 30 ft attacks her, it must make a Wis save. If failed, it must instead attack the closest creature within range (not the drow or self)
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