Medium humanoid, neutral evil
- Armor Class
- 12, 15
- Hit Points
- 99 (18d8 + 18)
- Speed
- 30 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +13, Perception +6
- Damage Resistances
- ; bludgeoning, piercing, slashing (from stoneskin)
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Abyssal, Common, Dwarvish, Elvish, Goblin, Undercommon
Traits
Drivvin has advantage on saving throws against spells and other magical effects.
Drivvin has advantage on saving throws against being charmed, and magic can't put Drivvin to sleep.
While in sunlight, Drivvin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
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:
Drivvin's innate spellcasting ability is Charisma (spell save DC 15). Drivvin can innately cast the following spells, requiring no material components: