Sources
CR
Type
Size
Alignment
Movement

Drow Cultist

Medium Humanoid (elf), Neutral Evil

Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11
+0
DEX
12
+1
CON
10
+0
INT
10
+0
WIS
11
+0
CHA
10
+0
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages any one language (usually Common), Elvish, Undercommon
Challenge 1/8 (25 XP)

Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Fey Ancestry. The drow cultist has advantage on saving throws against being charmed, and magic can't put the drow cultist to sleep.

Sunlight Sensitivity. While in sunlight, the drow cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

Innate Spellcasting. The drow cultist's innate spellcasting ability is Charisma (spell save DC 10). The drow cultist can innately cast the following spells, requiring no material components:

At will: dancing lights

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

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:4 (1d6 + 1) slashing damage.