Gargantuan Celestial (Demon), Chaotic Evil
Armor Class 26
Hit Points 850 (40d20 + 400)
Speed 60 ft., Climb 60 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +19, DEX +14, CON +19, INT +16, WIS +18, CHA +19
Skills Arcana +17, Perception +23, Persuasion +23
Damage Resistances Fire, Lightning, Radiant
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Poisoned, Stunned, Unconscious
Senses Darkvision 360 ft., Truesight 120 ft, Passive Perception 33
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Actions

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.

Legendary Actions

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.

Blazing496

Comments

Posts Quoted:
Reply
Clear All Quotes