Drivvin Freth
Waterdeep: Dungeon of the Mad Mage p. 169
- Size
- Medium
- Type
- humanoid (elf)
- Alignment
- any alignment
- AC
- 12 (15 with mage armor)
- Hit Points
- 99 (18d8+18)
- Speed
- walk 30 ft.
- Saving Throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +13, Perception +1
- Resistances
- damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)
- Senses
- darkvision 120 ft.
- Passive Perception
- 12
- Languages
- any six languages, Elvish
- Challenge
- 12
Traits
Magic Resistance
Drivvin has advantage on saving throws against spells and other magical effects.
Fey Ancestry
Drivvin has advantage on saving throws against being charmed, and magic can't put Drivvin to sleep.
Sunlight Sensitivity
While in sunlight, Drivvin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting
Drivvin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Drivvin can cast disguise self and invisibility at will and has the following wizard spells prepared:
- At will: disguise self, invisibility.
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell, fly, lightning bolt
- 4th level (3 slots): banishment, fire shield, stoneskin*
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slots): globe of invulnerability
- 7th level (1 slots): teleport
- 8th level (1 slots): mind blank*
- 9th level (1 slots): time stop
*Drivvin casts these spells on itself before combat.
Innate Spellcasting
Drivvin's innate spellcasting ability is Charisma (spell save DC 15). Drivvin can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire
Actions
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Summon Demon (1/Day)
Drivvin magically summons a demon of challenge rating 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.
recharge
1/DAY
Variant: Familiars
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Spells
disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, dancing lights, darkness, faerie fire
Spell Slots
0,4,3,3,3,3,1,1,1,1