b'Drow, Slaver Lord \n'b'  Family:   Drow  \n'b'  Medium   humanoid  (elf),  neutral evil  \n'b'  Armor Class  14 (17 with  mage armor )  Hit Points  49 (11d8)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  11 (+0)  INT:  18 (+4)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +5  Skills   Arcana  +7,  Deception  +8,  Perception  +5,  Stealth  +10  Senses   darkvision  120 ft., passive  Perception  15  Languages  Elvish, Undercommon  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fey Ancestry . The  drow  has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put the  drow  to  sleep . \n'b'  Innate Spellcasting . The  drow\xe2\x80\x99s  spellcasting ability is  Charisma  (spell save DC 13). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  dancing lights  \n'b'  1/day each :  darkness ,  faerie fire ,  levitate  (self only) \n'b'\n'b'  Spellcasting . The  drow  is a 10th-level spellcaster. His spellcasting ability is  Intelligence  (spell save DC 15, +7 to hit with spell attacks). The  drow  has the following  wizard  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : firebolt,  mage hand ,  minor illusion  \n'b'  1st level (4 slots) :  mage armor ,  magic missile ,  shield  \n'b'  2nd level (3 slots) :  misty step ,  web  \n'b'  3rd level (3 slots) :  fireball ,  fly  \n'b'  4th level (3 slots) :  black tentacles ,  greater invisibility  \n'b'  5th level (2 slots) :  cloudkill  \n'b'\n'b'  Sunlight Sensitivity . While in sunlight, the  drow  has disadvantage on  attack  rolls as well as on  Wisdom  ( Perception ) ability checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Staff .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d8) bludgeoning damage plus 3 (1d6) poison damage. \n'b'  Summon Demon (1/Day) . The  drow  summons a quasit, which appears in an unoccupied space within 60 feet. The quasit acts as an ally of the  drow  and remains for 10 minutes or until it or the  drow  dies. The  drow  can dismiss the quasit as an action.'