Drow Matron Mother

Medium humanoid (cleric, elf), Neutral Evil

Armor Class17 (half plate armor)
Hit Points247 (33d8 + 99)
Speed30 ft.
STRDEXCONINTWISCHA
12 (+1) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 22 (+6)
Saving ThrowsCha +12, Con +9, Wis +11
SkillsInsight +11, Perception +11, Religion +9, Stealth +10
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiescharmed; frightened; poisoned
Sensesdarkvision 120 ft., passive Perception 21
LanguagesElvish, Undercommon
Challenge20

Traits

Fey Ancestry.

The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Special Equipment.

The drow wields a tentacle rod.

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 Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks.

Demon Staff.

Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. 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 Attack Roll: +9 to hit, reach 15 ft., one creature. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the tentacle rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 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.

Divine Flame (2/Day).

A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Compel Demon.

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.

Demon Staff.

The drow makes one Demon Staff attack.

Cast a Spell (Costs 2 Actions).

The drow uses Spellcasting.

Spellcasting

The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: command, dancing lights, detect magic, thaumaturgy

2 each/day: banishment, blade barrier, cure wounds, hold person, plane shift, silence

1 each/day: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestion