Medium Humanoid (Elf), Neutral Evil
Armor Class 13 (16 with mage armor, 19 if blade dancing)
Hit Points 45 (10d8)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
16 (+3)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +6, INT +6
Skills Arcana +6, Deception +4, Investigation +6, Stealth +6
Senses Darkvision 120 ft., Passive Perception 14
Languages Common, Elvish, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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 12). 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 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

1st level (3 slots): mage armor, magic missile, shield, witch bolt

2nd level (3 slots): alter self, misty step, web

3rd level (3 slots): fly, major image, lightning bolt

4th level (2 slots): Evard’s black tentacles, greater invisibility

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 two dagger attacks.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage plus 10 (3d6) poison 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.

Bonus Actions

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Description

Chadra Argith - The Ringer -- Drow Mage

Once a noblewoman's daughter of one of the Deep Root Watch. After the death of her father at the hands of Rival Elves, she grew spiteful towards the Deep Root Watch's passivity. She became a defector, signing onto the ways of Lolth: survival of the fittest. This naturally led her to establish ties with the Theynian Seers, with the help of Draefus. Her form of worship is less out of admiration, as it is submission to a cynical reality.

 "Those that protect others, do so at their own expense, and as a result, will always lose to those without ties. "

Monster Tags: elf

Habitat: Underdark

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