Sources
CR
Type
Size
Alignment
Movement

Drivvin Freth

Medium Humanoid (elf), Neutral Evil

Armor Class 12, 15 with mage armor
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10
+0
DEX
14
+2
CON
12
+1
INT
20
+5
WIS
15
+2
CHA
16
+3
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, slashing, (from stoneskin)
Senses passive Perception 12
Languages Abyssal, Common, Dwarvish, Elvish, Goblin, Undercommon
Challenge 12 (8,400 XP)

Traits

Magic Resistance. Drivvin has advantage on saving throws against spells and other magical effects.

Fey Ancestry. <$title_short_name$> has advantage on saving throws against being charmed, and magic can't put <$short_name$> to sleep.

Sunlight Sensitivity. While in sunlight, <$short_name$> has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

Spellcasting. Drivvin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

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 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*Drivvin casts these spells on itself before combat.

Innate Spellcasting. <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC <$spell_dc__cha$>). <$title_short_name$> can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

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.