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Drow

Encompassed species

Drow CR: 1/4

Medium humanoid (elf) , neutral evil
Armor Class: 15 (chain shirt)
Hit Points: 13 (3d8) 3d8
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

11 +0

WIS

11 +0

CHA

12 +1

Skills: Perception +2 1d20+2 , Stealth +4 1d20+4
Senses: darkvision 120 ft., passive Perception 12
Languages: Elvish, Undercommon
Challenge Rating: 1/4

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Faerie Fire


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword. Melee Weapon Attack:+ 4 1d20+4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) 1d6+2 piercing damage.   Hand Crossbow. Ranged Weapon Attack: +4 1d20+4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Gunslinger CR: 4

Medium humanoid (elf) , any
Armor Class: 18 (studded leather, shield)
Hit Points: 84 (13d8+26) 13d8+26
Speed: 30 ft

STR

13 +1

DEX

18 +4

CON

14 +2

INT

11 +0

WIS

13 +1

CHA

14 +2

Saving Throws: Dex +6 1d20+6 , Con +4 1d20+4 , Wis +3 1d20+3
Skills: Perception +3 1d20+3 , Stealth +8 1d20+8
Senses: darkvision 120 ft., passive Perception 13
Languages: Elvish, Undercommon
Challenge Rating: 4

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Faerie Fire, Levitate (self only)


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores half cover and three quarters cover when making ranged attacks with a pistol.   Sunlight Sensitivity. While in sunlight, the drew has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two shortsword attacks.   Shortsword. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage.   Poisonous Pistol. Ranged Weapon Attack: +6 1d20+6 to hit, range 30/90 ft., one target. Hit: 9 (1d10+4) 1d10+4 piercing damage plus 11 (2d10) 2d10 poison damage.

Drow Elite Warrior CR: 5

Medium humanoid (elf) , neutral evil
Armor Class: 18 (studded leather, shield)
Hit Points: 71 (11d8+22) 11d8+22
Speed: 30 ft

STR

13 +1

DEX

18 +4

CON

14 +2

INT

11 +0

WIS

13 +1

CHA

12 +1

Saving Throws: Dex +7 1d20+7 , Con +5 1d20+5 , Wis +4 1d20+4
Skills: Perception +4 1d20+4 , Stealth +10 1d20+10
Senses: darkvision 120 ft., passive Perception 14
Languages: Elvish, Undercommon
Challenge Rating: 5

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Faerie Fire, Levitate (self only)


Fey Ancestry. The drow has advantage on saving throws against being charmed and magic can't put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, and well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two shortsword attacks.   Shortsword. Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage plus 10 (3d6) 3d6 poison damage.   Hand Crossbow. Ranged Weapon Attack: +7 1d20+7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Drow Mage CR: 7

Medium humanoid (elf), neutral evil
Armor Class: 12 (15 with mage armor)
Hit Points: 45 (10d8) 10d8
Speed: 30 ft

STR

9 -1

DEX

14 +2

CON

10 +0

INT

17 +3

WIS

13 +1

CHA

12 +1

Skills: Arcana +6 1d20+6 , Deception +5 1d20+5 , Perception +4 1d20+4 , Stealth +5 1d20+5
Senses: darkvision 120 ft., passive Perception 14
Languages: Elvish, Undercommon
Challenge Rating: 7

The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 1d20+6 to hit with spell attacks). The drow has the following wizard spells prepared:   Cantrips (at will): Mage Hand, Minor Illusion, Poison Spray, Ray of Frost   1st Level (4 slots): Mage Armor, Magic Missile, Shield, Witch Bolt   2nd Level (3 slots): Alter Self, Misty Step, Web   3rd Level (3 slots): Fly, Lightning Bolt   4th Level (3 slots): Evard's Black Tentacles, Greater Invisibility   5th Level (2 slots): Cloudkill   Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.

At will: Dancing Lights

1/day: Darkness, Faerie Fire, Levitate (self only)


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Staff. Melee Weapon Attack: +2 1d20+2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) 1d6-1 bludgeoning damage, or 3 (1d8-1) 1d8-1 bludgeoning damage if used with two hands, plus 3 (1d6) 1d6 poison damage.   Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent 1d2 chance of success. 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.

Drow Priestess of Lolth CR: 8

Medium humanoid (elf), neutral evil
Armor Class: 16 (scale mail)
Hit Points: 71 (13d8+13) 13d8+13
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

13 +1

WIS

17 +3

CHA

18 +4

Saving Throws: Con +4 1d20+4 , Wis +6 1d20+6 , Cha +7 1d20+7
Skills: Insight +6 1d20+6 , Perception +6 1d20+6 , Religion +4 1d20+4 , Stealth +5 1d20+5
Senses: darkvision 120 ft., passive Perception 16
Languages: Elvish, Undercommon
Challenge Rating: 8

The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 1d20+6 to hit with spell attacks). The drow has the following cleric spells prepared:   Cantrips (at will): Guidance, Poison Spray, Resistance, Spare the Dying, Thaumaturgy   1st Level (4 Slots): Animal Friendship, Cure Wounds, Detect Poison and Disease, Ray of Sickness   2nd Level (3 Slots): Lesser Restoration, Protection from Poison, Web   3rd Level (3 Slots): Conjure Animals (2 Giant Spiders), Dispel Magic   4th Level (3 Slots): Divination, Freedom of Movement   5th Level (2 Slots): Insect Plague, Mass Cure Wounds   Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Faerie Fire, Levitate (self only)


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two scourge attacks.   Scourge. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) 1d6+2 piercing damage plus 17 (5d6) 5d6 poison damage.   Summon Demon (1/Day). The drow attempts to magically summon a Yochlol with a 30 percent change of success 1d10 . If the attempt fails, the drow takes 5 (1d10) 1d10 psychic damage. Otherwise, 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.

Drow House Captain CR: 9

Medium humanoid (elf) , neutral evil
Armor Class: 16 (chain mail)
Hit Points: 162 (25d8+50) 25d8+50
Speed: 30 ft

STR

14 +2

DEX

19 +4

CON

15 +2

INT

12 +1

WIS

14 +2

CHA

13 +1

Saving Throws: Dex +8 1d20+8 , Con +6 1d20+6 , Wis +6 1d20+6
Skills: Perception +6 1d20+6 , Stealth +8 1d20+8
Senses: darkvision 120 ft., passive Perception 16 
Languages: Elvish, Undercommon
Challenge Rating: 9

Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innatelycast the following spells, requiring no material components:

At will: Dancing Lights 

1/day: Darkness, Faerie Fire, Levitate (self only) 


Battle Command. As a bonus action, the drow targets one ally he can see within 30 feet ofhim. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.   Fey Ancestry.The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.   Scimitar. Melee Weapon Attack: +8 1d20+8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) 1d6+4 slashing damage plus 14 (4d6) 4d6 poison damage.   Whip. Melee Weapon Attack:+8 1d20+8 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) 1d4+4 slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.   Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft.,one target. Hit:7 (1d6+4) 1d6+4 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Reactions

Parry. The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.

Drow Shadowblade CR: 11

Medium humanoid (elf) , neutral evil
Armor Class: 17 (studded leather)
Hit Points: 150 (20d8+60) 20d8+60
Speed: 30 ft

STR

14 +2

DEX

21 +5

CON

16 +3

INT

12 +1

WIS

14 +2

CHA

13 +1

Saving Throws: Dex +9 1d20+9 , Con +7 1d20+7 , Wis +6 1d20+6
Skills: Perception +6 1d20+6 , Stealth +9 1d20+9
Senses: darkvision 120 ft., passive Perception 16
Languages: Elvish, Undercommon
Challenge Rating: 11

Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Faerie Fire, Levitate (self only)


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) 6d6 necrotic damage. The drow can dismiss darkness in this way no more than once per turn.   Shadow Sword. Melee Weapon Attack: +9 1d20+9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) 1d6+5 piercing damage plus 10 (3d6) 3d6 necrotic damage and 10 (3d6) 3d6 poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.   Hand Crossbow. Ranged Weapon Attack: +9 1d20+9 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) 1d6+5 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Drow Arachnomancer CR: 13

Medium humanoid (elf), chaotic evil
Armor Class: 15 (studded leather)
Hit Points: 162 (25d8+50) 25d8+50
Speed: 30 ft , climb: 30 ft

STR

11 +0

DEX

17 +3

CON

14 +2

INT

19 +4

WIS

14 +2

CHA

16 +3

Saving Throws: Con +7 1d20+7 , Int +9 1d20+9 , Cha +8 1d20+8
Skills: Arcana +9 1d20+9 , Nature +9 1d20+9 , Perception +7 1d20+7 , Stealth +8 1d20+8  
Damage Resistances: poison
Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 17 
Languages: Elvish, Undercommon, can speak with spiders
Challenge Rating: 13

The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 1d20+8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:   1st-5th level (3 5th-level slots): Conjure Animals (spiders only), Crown of Madness, Dimension Door, Dispel Magic, Fear, Fly, Giant Insect, Hold Monster, Insect Plague, Invisibility, Vampiric Touch, Web, Witch Bolt   Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: Chill Touch, Dancing Lights, Eldritch Blast, Mage Hand, Poison Spray 

1/day: Darkness, Dominate Monster, Etherealness, Eyebite, Faerie Fire, Levitate (self only) 


Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spi· der, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.   Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Web Walker. The drow ignores movement restrictions caused by webbing.

Actions

Multiattack. The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) 4d12 poison damage to the target.   Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8 1d20+8 to hit, reach 5 ft., one target. Hit: 28 (8d6) 8d6 poison damage.   Bite (Giant Spider Form Only). Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) 2d8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) 4d12 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.   Web (Giant Spider Form Only; Recharge 5-6) 1d6 . Ranged Weapon Attack: +8 1d20+8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 

Drow Inquisitor CR: 14

Medium humanoid (elf) , neutral evil
Armor Class: 16 (breastplate)
Hit Points: 143 (22d8+44) 22d8+44
Speed: 30 ft

STR

11 +0

DEX

15 +2

CON

14 +2

INT

16 +3

WIS

21 +5

CHA

20 +5

Saving Throws: Con +7 1d20+7 , Wis +10 1d20+10 , Cha +10 1d20+10
Skills: Insight +10 1d20_10 , Perception +10 1d20+10 , Religion +8 1d20+8 , Stealth +7 1d20+7
Condition Immunities: frightened
Senses: darkvision 120 ft., passive Perception 20 
Languages: Elvish, Undercommon
Challenge Rating: 14

The drow is a 12th·level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 1d20+10 to hit with spell attacks). She has the following cleric spells prepared:   1st level (4 slots): Bane, Cure Wounds, Inflict Wounds   2nd level (3 slots): Blindness/Deafness. Silence, Spiritual Weapon   3rd level (3 slots): Bestow Curse, Dispel Magic, Magic Circle   4th level (3 slots): Banishment, Divination, Freedom of Movement   5th level (2 slots): Contagion, Dispel Evil and Good, Insect Plague   6th level (1 slot): Harm, True Seeing   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, Detect Magic, Guidance, Message, Poison Spray, Resistance, Thaumaturgy

1/day: Clairvoyance, Darkness, Detect Thoughts, Dispel Magic, Faerie Fire, Levitate (self only), Suggestion


Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows.   Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The drow makes three death lance attacks.   Death Lance. Melee Weapon Attack: +10 1d20+10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) 1d6+5 piercing damage plus 18 (4d8) 4d8 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies ifits hit point maximum is reduced to 0.

Drow Favored Consort CR: 18

Medium humanoid (elf) , neutral evil
Armor Class: 15 (18 with Mage Armor)
Hit Points: 225 (30d8+90) 30d8+90
Speed: 30 ft

STR

15 +2

DEX

20 +5

CON

16 +3

INT

18 +4

WIS

15 +2

CHA

18 +4

Saving Throws: Dex +11 1d20+11 , Con +9 1d20+9 , Cha +10 1d20+10
Skills: Acrobatics +11 1d20+11 , Athletics +8 1d20+8 , Perception +8 1d20+8 , Stealth +11 1d20+11
Senses: darkvision 120 ft., passive Perception 18
Languages: Elvish, Undercommon
Challenge Rating: 18

The drow is a 11th-level spellcaster. Its spellcast- ing ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:   1st level (4 slots): Burning Hands, Mage Armor, Magic Missile, Shield   2nd level (3 slots): Gust of Wind, Invisibility, Misty Step, Shatter   3rd level (3 slots): Counterspell, Fireball, Haste   4th level (3 slots): Dimension Door, Otiluke's Resilient Sphere   5th level (2 slots): Cone of Cold   6th level (1 slot): Chain Lightning   Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: Dancing Lights, Mage Hand, Message, Poison Spray, Shocking Grasp, Ray of Frost

1/day: Darkness, Faerie Fire, Levitate (self only)


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   War Magic. When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.

Actions

Multiattack. The drow makes three scimitar attacks.   Scimitar. Melee Weapon Attack: +11 1d20+11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) 1d6+5 slashing damage plus 18 (4d8) 4d8 poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.   Hand Crossbow. Ranged Weapon Attack: +11 1d20+11 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) 1d6+5 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for l hour. Ifthe saving throw fails by S or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Drow Matron Mother CR: 20

Medium humanoid (elf) , neutral evil
Armor Class: 17 (half plate)
Hit Points: 262 (35d8+105) 35d8+105
Speed: 30 ft

STR

12 +1

DEX

18 +4

CON

16 +3

INT

17 +3

WIS

21 +5

CHA

22 +6

Saving Throws: Con +9 1d20+9 , Wis +11 1d20+11 , Cha +12 1d20+12
Skills: Insight +11 1d20+11 , Perception +11 1d20+11 , Religion +9 1d20+9 , Stealth +10 1d20+10
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 120 ft., passive Perception 21
Languages: Elvish, Undercommon
Challenge Rating: 20

The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 1d20+11 to hit with spell attacks). The drow has the following cleric spells prepared:   1st level (4 slots): Bane, Command, Cure Wounds, Guiding Bolt   2nd level (3 slots): Hold Person, Silence, Spiritual Weapon   3rd level (3 slots): Bestow Curse, Clairvoyance, Dispel Magic, Spirit Guardians   4th level (3 slots): Banishment, Death Ward, Freedom of Movement, Guardian of Faith   5th level (3 slots): Contagion, Flame Strike, Geas, Mass Cure Wounds   6th level (2 slots): Blade Barrier, Harm   7th level (2 slots): Divine Word, Plane Shift   8th level (1 slot): Holy Aura   9th level (1 slot): Gate   Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:

At will: Dancing Lights, Detect Magic

1/day: Clairvoyance, Darkness, Detect Thoughts, Dispel Magic, Faerie Fire, Levitate (self only), Suggestion


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.   Lolth's Fickle Favor. As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) 2d6 psychic damage but has advantage on the next attack roll it makes until the end of its next turn.   Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on s ight.

Actions

Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.   Demon Staff. Melee Weapon Attack: +10 1d20+10 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) 1d6+4 bludgeoning damage, or 8 (1d8+4) 1d8+4 bludgeoning damage if used with two hands, plus 14 (4d6) 4d6 psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Tentacle Rod. Melee Weapon Attack: +9 1d20+9 to hit, reach 15 ft., one target. Hit: 3 (1d6) 1d6 bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for l minute: the target's speed is halved , it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.   Summon Servant (1/Day). The drow magically summons a retriever or a yochlol. The summoned creature 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.

Legendary Actions

The drow can take 3 legendary actions, choosing from the op- tions below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.   Demon Staff. The drow makes one attack with her demon staff.   Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.   Cast a Spell (Costs 1-3 Actions). The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.

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