Small Monstrosity (Drow), Chaotic Good
Armor Class 15
Hit Points 102 (12d8 + 48)
Speed 30 ft., Walk 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +7, DEX +14, CON +11, INT +3, WIS +12, CHA +1
Skills Perception +12, Survival +9
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 19
Languages Common, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
Innate Spellcasting. Archie's innate spellcasting ability is Wisdom (spell save DC 14). He can innately cast the following spells, requiring no material components:
· At will: pass without trace
· 2/day each: darkness, silence
· 1/day: web
Spider Climb Archie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense While in contact with a web, Archie knows the exact location of any other creature in contact with the same web.
Web Walker. Archie ignores movement restrictions caused by webbing.
 
A Grief Unending Archie has advantage on saving throws against being charmed or frightened. However, he has disadvantage on Charisma (Persuasion) checks, as his demeanor is cold and distant.
 
Relentless Guardian When an ally Archie can see within 30 feet is reduced to 0 hit points, Archie can use his reaction to move up to his speed towards the threat that reduced them to 0 hit points. This movement does not provoke opportunity attacks. He can then make one weapon attack against that threat with advantage.
Actions
multiattack. Archie makes two attacks: one with his sting and one with his bite.
 
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus poison. The target must make a DC 15 Constitution saving throw. On a failure, the target is Paralyzed for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus poison. The target must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failure, or half as much damage on a success. A creature that fails the save by 5 or more is also afflicted with Necrotic Rot. While afflicted, the creature cannot regain hit points and its hit point maximum is reduced by 1d6 every hour. If the creature's hit point maximum is reduced to 0, it dies. This effect can only be ended by a greater restoration spell or similar magic.
 
 

 

Bonus Actions

Innate Spellcasting (Bonus Action). Archie can use a bonus action to cast one of his at-will or 2/day spells, or to make one weapon attack after taking the Cast a Spell action.

Reactions

Vengeful Intercession. When a creature Archie can see attacks an ally within 30 feet of him, Archie can use his reaction to create a shield of webbing, imposing disadvantage on the attack roll. If the attack still hits, the attacker is covered in sticky webs and has its speed reduced by 10 feet until the end of its next turn

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Personality Traits
· I speak with a soft, earnest voice and use simple, childlike language.
· I am endlessly curious about the small wonders of the world—a flower, a coin, a bird.
· I am hyper-observant, my eight eyes constantly scanning my surroundings, missing very little.
· I am deeply patient and can sit perfectly still for hours, simply watching and listening.
· Since Pikel's death, my cheerfulness is a conscious effort. My default state is a quiet, watchful grief.
Ideals
· Protection: "I will be the shield that protects other lights from being snuffed out, as Pikel's was." (Good)
· Choice: "My body is a tool. It is not good or evil. It is my choices that give it meaning." (Chaotic)
· Legacy: "I will see the sky for Pikel. I will live by his lessons, so his kindness does not die with him." (Good)
Bonds
· Pikel's Memory: Pikel's teachings are my anchor. To betray them would be to lose the last part of him I have.
· My New Family: The party members who have shown me kindness are my clan now. I am fiercely, silently loyal to them.
· The Innocent: I feel a deep pull to protect other outcasts, the helpless, and the misunderstood.
Flaws & Triggers
· Crippling Guilt: I believe Pikel's death is my fault. I will take any risk to prevent a similar loss.
· Fear of Myself: I am terrified that the "monster" Lolth made will one day take over, especially when I am angry or scared.
· Trigger: Drow & Lolth. The sight of a spider sigil or the sound of a drow priestess's voice can send me into a panic or a cold rage.
· Socially Uncalibrated: I don't understand personal space or why my appearance frightens people. I often make situations worse by trying to help.
III. Mannerisms & Quirks
· Clicking: My small mandibles click softly when I'm thinking, anxious, or sad.
· Weaving: I absentmindedly weave intricate, beautiful patterns of web with my fingers when I'm listening or relaxed.
· Head Tilting: I cock my head at extreme, bird-like angles when curious.
· The Collector: I pick up shiny, colorful, or textured trinkets and keep them in a small pouch. I give them as gifts to people I like.
· Multidirectional Gaze: My eight eyes often look in different directions. It's not a threat; I'm just taking everything in.
IV. Secrets & Knowledge
What He Knows:
· The layout and politics of the Upper Underdark near his old home.
· Drow culture, tactics, and the terrifying power of Lolth (firsthand).
· Svirfneblin survival techniques and philosophy, taught by Pikel.
· A vast amount about local fungi, rocks, and Underdark fauna.
What He Keeps Secret:
· The full, agonizing details of his transformation by Lolth.
· The fact that he sometimes hears a sibilant, commanding whisper in his dreams—Lolth's voice, trying to reclaim him.
· The location of a hidden cache where he buried a piece of drow jewelry from his old life, a shameful reminder of what he was.

Lair and Lair Actions

If Archie is in his lair (a web-filled cavern he has claimed), he can take lair actions. On initiative count 20 (losing initiative ties), he can take one of the following effects:
 
· Cloying Shadows. Archie casts the darkness spell centered on a point he can see, but he is the only one who can see through this magical darkness.
· Whispering Silence. Archie casts the silence spell centered on a point he can see.
· Grasping Web. A 20-foot square of webbing erupts from surfaces in a point Archie can see within 60 feet. The area is difficult terrain for his enemies.

Habitat: Underdark

banjodraws

Comments

Posts Quoted:
Reply
Clear All Quotes