Medium Humanoid (Elf), Neutral Evil
Armor Class 18 (scale mail)
Hit Points 240 (20d8 + 80)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
22 (+6)
CHA
22 (+6)
Saving Throws STR +8, DEX +9, CON +10, INT +9, WIS +12, CHA +12
Skills Deception +10, Insight +11, Perception +11, Persuasion +10, Religion +9, Stealth +10
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Deep Speech, Elvish, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:

At will: dancing lights

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

Spellcasting. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:

Cantrips (at will): Chill TouchDancing LightsGuidance, Poison SprayResistance, Spare the Dying, ThaumaturgyToll the Dead

1st level (4 slots): Animal Friendship, Cure Wounds,Detect MagicDetect Poison and Disease, Faerie FireHealing WordRay of Sickness, Sanctuary

2nd level (3 slots): Blindness/DeafnessLesser Restoration, Protection from Poison, Web

3rd level (3 slots): Dispel MagicCounterspellConjure Animals (2 Giant Spiders), Mass Healing WordSpirit GuardiansTongues

4th level (3 slots): Arcane EyeDeath WardDivination, Freedom of MovementLocate Creature, Secret Chest

5th level (3 slots): CommuneFlame StrikeGeasGreater RestorationInsect Plague, Mass Cure Wounds, Planar BindingTeleportation Circle

6th level (2 slots) Globe of InvulnerabilityHealTrue SeeingWord of Recall

7th level (2 slots): Forcecage

8th level (1 slots): Antimagic Field 

9th level (1 slots): Time StopMass Heal

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

Actions

Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks.

Demon Staff. Melee Weapon Attack: +10 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 19 Wisdom saving throw or become 'frightened' (condition) of the drow 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.

Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon 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 drow 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 drow regains spent legendary actions at the start of her turn.

Compel Demon. An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see.

Demon Staff. The drow makes one Demon Staff attack.

Cast a Spell (Costs 2 Actions). The drow 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.

Any temple of Lolth also functions as a matron mother’s lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.

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.

Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 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 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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Monster Tags: elf

Cygnus_Xone

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