Gargantuan Monstrosity (Demon, Drow, Elf), Chaotic Evil
Armor Class 23 Natural
Hit Points 645 (35d12 + 300)
Speed 60 ft., Climb 60 ft.
STR
20 (+5)
DEX
25 (+7)
CON
25 (+7)
INT
25 (+7)
WIS
21 (+5)
CHA
25 (+7)
Saving Throws CON +13, WIS +11, CHA +13
Skills Athletics +20, Deception +18, History +24, Insight +16, Perception +22, Persuasion +18, Religion +18, Stealth +18
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Damage Immunities Acid, Poison
Senses Blindsight 240ft, Tremorsense 240ft, Truesight 240ft, Passive Perception 21
Languages All Telepathy - 120ft
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Equipment. In six of her eight hands, the Avatar of Lolth holds enormous khopesh-style Daggers of Venom.

Cunning Action. The Avatar can take the Dash, Disengage, or Hide as a bonus action.

Fear Aura. Any creature hostile to the Avatar that starts its turn within 60 feet of her must make a DC 20 Wisdom saving throw, unless the Avatar is otherwise incapacitated. On a failed save, the creature is frightened until the start of it's next turn. On a successful save, the creature is immune to the Avatar's Fear Aura for the next 24 hours.

Fey Ancestry. The Avatar of Lolth has advantage on saving throws against being charmed, and magic can’t put the Avatar to sleep.

Improved Critical. The Avatar's weapon attacks score a critical hit on a die roll of 19 or 20.

Innate Spellcasting. The Avatar of Lolth's innate spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: blink, dancing lights, detect magic, detect thoughts, web

1/day each: charm person, clairvoyance, darkness, dancing lights, dispel magic, dominate person, faerie fire, levitate (self only), suggestion.

Legendary Resistance (3/Day). When the avatar fails a saving throw, she can choose to succeed instead.

Mage Slayer. A creature provokes an opportunity attack from the Avatar when they cast a spell while within her reach. Additionally, when the Avatar attacks a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain concentration.

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

Reactive. The Avatar can take one reaction every turn in combat.

Regeneration. The Avatar regains 30 hit points at the start of her turn.

Change Shape. The Avatar of Lolth magically polymorphs into a Medium female drow, a Tiny or Large spider, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by her new form (Avatar's choice).
In drow form, the Avatar loses her Spider Climb, Web Sense, and Web Walker traits, and she can only make two attacks with her Multiattack action, but otherwise retains her statistics. In spider or giant spider form, the Avatar of Lolth loses her Dagger of Venom, Unarmed Strike, and Fling actions, but otherwise retains her statistics.

Spellcasting. The Avatar is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks). The Avatar has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy

1st level (4 slots): bane, command, cure wounds, guiding bolt

2nd level (3 slots): hold person, silence, spiritual weapon

3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians

4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith

5th level (3 slots): contagion, flame strike, geas, mass cure wounds

6th level (2 slots): blade barrier, harm

7th level (2 slots): divine word, plane shift

8th level (1 slot): holy aura

9th level (1 slot): gate

Spider Climb. The Avatar of Lolth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

War Caster. When a creature provokes an opportunity attack from the Avatar of Lolth, she can, instead of making an opportunity attack, use a reaction to cast a spell that has a casting time of 1 action and targets only that creature. Additionally, the Avatar has advantage on saving throws to maintain her concentration.

Web Sense. While in contact with a web, the Avatar of Lolth knows the exact location of any other creature in contact with the same web.

Web Walker.  The Avatar of Lolth ignores movement restrictions caused by webbing.

Actions

Multiattack. The Avatar of Lolth makes six attacks. She may choose to use any of the below for any one of those attacks.

Khopesh Daggers of Venom. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) piercing damage. In addition, the target must succeed on a DC 18 Constitution saving throw or take (2d10) poison damage and become poisoned for 1 minute. The dagger cannot be used again in this way until the next dawn.

Unarmed Strike. Melee Attack +9 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. Instead of dealing damage, the Avatar can grapple the target if it is Large or smaller. If she does so, she can't make khopesh attacks with that hand until that grapple ends. The Avatar of Lolth has six arms with which she can grapple in this manner.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) piercing damage and the target must make a DC 21 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces a creature to 0 hit points, the target is stable but poisoned for 1 hour, and paralyzed while poisoned in this way.

Dismiss Demons. The Avatar of Lolth dismisses all demons summoned by her, causing them to disappear.

Fling. The Avatar of Lolth throws a Large or smaller creature she is grappling up to 200 feet away horizontally in a direction of her choice. The grapple ends for that creature, and it must make a DC 20 Dexterity saving throw. On a failed save, a creature takes damage as if it had fallen the distance it was thrown, and falls prone. On a successful save, a creature takes half as much damage, and isn't knocked prone.

Summon Servant (1/Day). The Avatar magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Web. Ranged Weapon Attack: +9 to hit, range 60/120, one target. Hit: The target is restrained by webbing. While restrained in this way, the target takes 3 (1d6) poison damage at the beginning of each of it's turns. As an action, the target can make a DC 20 Strength check, breaking free on a success. The webbing can also be attacked and destroyed (AC:12; HP:15; vulnerable to fire damage; immunity to bludgeoning, poison, and psychic damage).

Bonus Actions

Lolth’s Fickle Favor. As a bonus action, the Avatar can bestow the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.

Summon Servant (1/Day). The Avatar magically summons a glabrezu or a yochlol (both appear the Monster Manual). The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

The Avatar of Lolth 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 Avatar regains spent legendary actions at the start of her turn.

Attack. The Avatar makes one attack with her Dagger of Venom, unarmed strike, bite, or fling.

Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the Avatar uses its reaction to make one attack against a target of the Avatar's choice that she can see.

Cast a Spell (Costs 1–3 Actions). The Avatar expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.

Cocoon. The Avatar leaps up to 60 feet onto a target that is restrained by her web attack and attempts to wrap the target until it is completely cocooned. The target must make a DC 21 Strength saving throw, breaking away from the Avatar on a success and becoming cocooned by the Avatar on a failure. A cocooned creature is incapacitated. Allies may try to cut or burn away the cocoon (AC 12, HP 50; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). However, the cocooned target take half of any damage inflicted on the cocoon in this way.

Summon Demons (Costs 3 Actions). The Avatar of Lolth summons 2d4 yochlol demons, which each appear in unoccupied spaces within 60 feet of the Avatar, act as her allies, and can't summon other demons. A yochlol disappears when it is reduced to 0 hit points, or when the Avatar of Lolth uses her Dismiss Demons action. When the Avatar uses this legendary action, she can't use it again until all yochols summoned by her have disappeared.

Description

The Demon Goddess of Spiders has waited a long time within the Demonweb pits; waited for her opportunity to strike at the beings above ground who favored her son, Vhaerun, over her. Many surface denizens of the Realms revere that which creeps in the darkness, that which crawls forward from the Demonweb and across the lighted realms above ground. They worship these evil demons for their power, fury, and subterfuge. These followers have been working diligently to bring Lolth forward from the Demonweb Pits and into the manifest plane of existence. Through numerous bloodletting sacrifices, painstaking rituals, and perhaps death, Lolth's most loyal priestesses and priests continue to make attempts to bring her power to reign over the material realm. The most powerful casters through the most powerful rituals will often summon forth a fragment of the Spider Queen's power; in the form of her Avatar.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Avatar takes a lair action to cause one of the following effects:

Perceive Interlopers. The Avatar 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.

Spectral Web. A glistening spectral spider web erupts from a point the Avatar can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 21 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Telekinetic Throw. The Avatar 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 21 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.

Monster Tags: DemonDemon Lordelfhumanoid

Habitat: Underdark

Kanarias

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