Discorporation. When Lolth drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Abyss, and he is unable to take physical form for a time.
Necrotic Aura. Any dying creature within 30ft of Lolth has disadvantage on death saving throws.
Legendary Resistance (5/day). If Lolth fails a saving throw, she may choose to succeed instead
Limited Magic Immunity. Unless she wishes to be affected, Lolth is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Lolth's weapon attacks are magical
Spellcasting. Lolth is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +10 to hit with spell attacks). Lolth has the following spells prepared:
Cantrips (at will): Infestation, Message, Poison Spray
1st level (5):Cause fear, Charm Person, Ray of Sickness
2nd level (4): Crown of Madness, Darkness, Web
3rd level (3): Counterspell, Hypnotic Pattern
4th level (3): Banishment, Summon Greater Demon
5th level (3): Dominate Person, Synaptic Static
6th level (2): Disintegrate, Eyebite
7th level (2): Finger of Death, Power Word Pain
8th level (2): Abi-Dalzim's Horrid Wilting, Feeblemind
9th level (1): Psychic Scream
Multiattack. Lolth can use her Web Sling. She then makes 3 attacks: one with her bite, and two with her blades.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 10) piercing damage and 18 (2d12) Poison Damage.
Sword. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 46 (6d10 + 10) Slashing damage and 25 (3d12) Necrotic Damage.
Web Sling. 3 creatures of Lolth's choice must succeed on a DC 27 Strength saving throw or be grappled. While grappled in this fashion they are restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Lolth can take 3 legendary actions, choosing one of the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lolth regains spent legendary actions at the start of his turn.
Sword Attack. Lolth makes a sword attack.
Leg Attack (Costs 2 actions). Lolth uses four of her spider legs to attack nearby enemies. Melee Weapon Attack: +19 to hit, reach 5 feet, one target. Hit: 22 (4d8 +10) Piercing Damage.
Poison Spray (Costs 3 actions). Lolth sprays acidic poison in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 212 (30d12) posion damage on a failed save, or half as much damage on a successful one. Additionally, any creature that failed the save is Poisoned and can repeat the saving throw at the end of its turn, ending the effect on a success.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Lolth takes a lair action to cause one of the following effects; Lolth can’t use the same effect two rounds in a row:
- A swarm of spiders emerge from an area of wens that Lolth can see within 120 feet of her. They attack each creature within 20 feet of that point. Melee Attack: +10 to hit. Hit: 15 (2d8 + 5) piercing damage
- Lolth tightens the webs within 500 feet of her, causing the ground, walls, and ceiling to become difficult terrain.
- Lolth sends a wave of madness through her domain, each creature in her lair must make a DC 24 Wisdom saving throw or be affected by one level of short-term madness until the next lair action takes effect.
Regional Effects
The region containing Lolth’s lair is the Demonweb Pits which creates one or more of the following effects:
- The area is covered in thick, strong webs
- The webs are infested with all species of spiders
If Lolth dies, these effects fade over the course of 100 years.
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