Malady
Medium Drow Faction Dracula , Any
Armor Class 12 (15 with Mage Armor)
Hit Points
Speed
30ft
Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Damage Vulnerabilities Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Condition Immunities Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Senses darkvision 120 ft., passive Perception 14
Languages English, Elvish, Undercommon
Challenge 14th Level
Description
Malady is the middle sister of Malveaux & Malicious.
Spellcasting. The drow is a 10th-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 (4 slots): mage armor, magic missile, shield, witch bolt
- 2nd level (3 slots): alter self, misty step, web
- 3rd level (3 slots): fly, lightning bolt, Tongues
- 4th level (3 slots): Evard's black tentacles, greater invisibility
- 5th level (2 slots): cloudkill, Teleport Circle, Wall of Force, Synaptic Static
- 6th level (1 slot): Contingency, Chain Lightning
- 7th level (1 slot): Forcecage, Plane Shift
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: Darkness, Faerie Fire, Levitate (self only)
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d 6) 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.
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