| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 17 | +3 | +3 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 20 | +5 | +10 |
| CHA | 21 | +5 | +10 |
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 18). 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 14th-level spellcaster. Her spellcasting ability is Wisdom (save DC 18, +10 to hit with spell attacks). The Archpriestess adds her Wisdom modifier to the damage roll of all Cantrips she casts. The drow has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, Sacred Flame, spare the dying, thaumaturgy, Toll the Dead
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness, Speak with Animals (Spiders only), Bless
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic, Tongues
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds
6th level (1 slot): Word of Recall, Harm
7th level (1 slot): Resurrection, Fire Storm
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Archpriestess makes three scourge attacks.
Scourge. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 28 (8d6) poison damage.
Summon Demon (1/Day). The drow summons a yochlol. 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.
The Archpriestess has 3 Legendary Actions. At the end of another creature's turn, the Archpriestess can take one Legendary Action from the list below, spending the number of Legendary Actions specified in each action's description. She recovers all Legendary Actions at the start of each of her turns.
Scourge (1): The Archpriestess makes one Scourge attack.
Cast a Spell (1): The Archpriestess casts a Cantrip or 1st-level spell.
Summon Spiderlings (2): The Archpriestess summons 2 Giant Spiders.
Cast Greater Spell (3): The Archpriestess casts any spell from her spell list.
Description
Within the rigid hierarchy of the worship of Llolth, the Archpriestesses are the second-highest rank in the church, subservient only to the Matron Priestess. Each Archpriestess has dozens of Priestesses beneath them, and each is influential enough to speak directly to Llolth, albeit not frequently. Each one is exemplary of Drow society and the importance of Llolths worship, which is to say each one is constantly scheming to destroy personal rivals, befriend the Matron Priestess, improve their relationship with Llolth and the Matron Mothers, and ultimately position themselves to become the Matron Priestess themselves.
Tactics. The Archpriestess of Llolth is a more offensive Clerical caster, which means they prefer to use damaging spells like Insect Plague, Harm, and Ray of Sickness rather than protecting or healing their allies. As a higher-level spellcaster, they have many options available to them, which makes it easier to group their tactics based on the challenge they expect the party to present. Regardless of the advice listed below, there are a few commonalities in the Archpriestess's behavior.
- The Archpriestess highly prefers to stay at range. Her AC is unspectacular against 14th level characters, and her Hit Points will be reduced very quickly if she's engaged by more than one target. She'll only use her Scourge when absolutely necessary.
- She has excellent Mental ability scores (Intelligence, Wisdom, and Charisma) across the board and has an extreme sense of self-preservation. She'll surrender and negotiate rather than fight to the death, and if she feels that she's in a position of power, may offer characters a chance at a lifeline in return for some service.
If the Encounter is listed as "low" for the party according to the difficulty rating, it conversely means the Archpriestess feels threatened. Her first instinct will be to run, using Word of Recall to return to a safe sanctuary. If she cannot do that, either because the fight is already in her sanctuary or the party somehow stops her from casting the spell, she unleashes her most potent magic immediately. She start by summoning a Yochlol to her side, then attacking with Fire Storm, Harm, and Insect Plague in order until the threat is neutralized or she drops below 1/2 of her Maximum Hit Points, at which point she surrenders and offers any favors or goods she can provide for her own life. Her ability to speak to Llolth using Divine Intervention and Divination can help her assist the party. The only line she won't cross during negotiations is to blaspheme Llolth or do something that could harm Drow society at large.
If the Encounter is listed as "Medium" for the party, it means the Archpriestess is wary but not necessarily afraid. Her first instinct will be to cast Insect Plague if she can get at least three people in its radius, and hold it there for the rest of the fight while she allows her allies (she'll never travel or fight alone) to determine how the fight will proceed while she casts Cantrips or 1st-level spells. If the fight turns sour for the Archpriestess, she'll upgrade to more dangerous magic and pivot to the "easy" tactics listed above. If the fight is going well, she'll conserve her spell slots and only heal her allies when necessary, opting to wait until they fall unconscious to bother with the endeavor.
If the Encounter is listed as "High" for the party, it means the Archpriestess is extremely confident in her chances. She'll cast Conjure Animals to summon a pack of Spiders and move it around to achieve maximum damage, but otherwise do little on her turn. Her goal is to conserve her energy, stay safe, and finish the fight without wasting unnecessary time. If the Encounter begins to go south, she'll pivot first to her "Medium" tactics listed above, and if it continues to get worse for her side, she'll pivot to her "Easy" tactics. Assuming the fight goes well for her, she'll quickly begin to consider the benefits and drawbacks of letting the party live. Can she get more from them alive? Are they near a Drow outpost and thus easy to transport? If yes, she'll stop the fight and demand a surrender from the party, using her high Charisma and Wisdom to get her way in the negotiations.
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