Legendary Resistance (3/Day). If Lolth fails a saving throw, she can choose to succeed instead.
Magic Resistance. Lolth has advantage on saving throws against spells and other magical effects.
Spider Queen's Grace. Lolth can move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free. Additionally, they can’t be caught in webs of any sort and can move through webs as if they were difficult terrain
Multiattack. Lolth makes two attacks; one with her rapier and one with her pistol. She can replace one attack with a use of Spellcasting.
Silken Spite (Pistol). Ranged Weapon Attack: +22 to hit, range 90 ft., one target. Hit: 19 (1d10 + 13) piercing damage.
Silken Spite (Rapier). Melee Weapon Attack: +22 to hit, range 10 ft., one target. Hit: 18(1d8 + 13) piercing damage plus (2d6) poison damage..
Spellcasting. Lolth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 27):
At will: charm person, dispel magic, web
3/day each: darkness, hold person (up to 3 targets), power word pain, telekinesis
1/day each: befuddlement, power word kill
Teleport. Lolth magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Apply Poison. Lolth coats the next attack to hit an enemy in poison. The target must succeed on a DC 27 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
If Lolth has a creature grappled, she can apply this poison directly through kissing them and they would then make the resulting Constituation saving throw as if they has been hit by an attack with the poison applied.
Negate Spell (Recharge 5–6). Lolth tries to interrupt a spell he sees a creature casting within 60 feet of her. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Lolth makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.
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. Lolth regains spent legendary actions at the start of his turn.
Abyssal Magic. Lolth uses Spellcasting or Teleport.
Attack. Lolth makes one attack with either Silken Spite.
Lolth's Embrace One creature within 10ft of Lolth must make a DC23 Dexterity saving throw or become grappled by Lolth.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Lolth can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Command of the Spider-Queen. Lolth casts the command spell on every creature of his choice in the lair. She needn’t see each one, but she must be aware that an individual is in the lair to target that creature. She issues the same command to all the targets.
Call of the Spider-Queen. Lolth casts the insect plague spell. When cast in this way, this spell does not require concentration and lasts for 1d4 rounds.
Cunning of the Spider-Queen. Lolth becomes invisible and can teleport up to 60ft in any direction. This invisibility lasts until the end of her next turn.
Comments