Fey Ancestry. Magic can’t put the Bright Queen to sleep.
Sunlight Sensitivity. While in sunlight, the Bright Queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Bright Queen makes two Staff attacks
Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. The target must succeed on a DC 18 Wisdom saving throw or become frightened of the Bright Queen for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The Bright Queen casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: command, dancing lights, detect magic, thaumaturgy, mage armor
2/day each: gravity sinkhole, gravity fissure, cure wounds, hold person, tether essence, wristpocket
1/day each: pulse wave, darkness, detect thoughts, slow, faerie fire, ravenous void, levitate (self only), suggestion
The Bright Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bright Queen regains spent legendary actions at the start of her turn.
Staff. The Bright Queen makes one Staff attack.
Cast a Spell (Costs 2 Actions). The Bright Queen uses Spellcasting.
Lair and Lair Actions
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.
Lair Actions
On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can’t take the same lair action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her.
Telekinetic Throw. The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a DC 19 Strength saving throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
Previous Versions
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9/9/2020 4:56:02 AM
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5/17/2022 11:30:34 PM
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29
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5/31/2022 9:37:27 PM
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29
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