Medium humanoid (cleric, elf), Neutral Evil
| Armor Class | 17 (half plate armor) |
|---|---|
| Hit Points | 247 (33d8 + 99) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 16 (+3) | 17 (+3) | 21 (+5) | 22 (+6) |
| Saving Throws | Cha +12, Con +9, Wis +11 |
|---|---|
| Skills | Insight +11, Perception +11, Religion +9, Stealth +10 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; poisoned |
| Senses | darkvision 120 ft., passive Perception 21 |
| Languages | Elvish, Undercommon |
| Challenge | 20 |
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
The drow wields a tentacle rod.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks.
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.
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.
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.
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.
The drow makes one Demon Staff attack.
The drow uses 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
Medium humanoid (elf), Neutral Evil
| Armor Class | 17 (half plate armor) |
|---|---|
| Hit Points | 262 (35d8 + 105) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 16 (+3) | 17 (+3) | 21 (+5) | 22 (+6) |
| Saving Throws | Cha +12, Con +9, Wis +11 |
|---|---|
| Skills | Insight +11, Perception +11, Religion +9, Stealth +10 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; poisoned |
| Senses | darkvision 120 ft., passive Perception 21 |
| Languages | Elvish, Undercommon |
| Challenge | 20 |
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
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) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.
The drow has advantage on saving throws against spells and other magical effects.
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The matron mother makes two demon staff attacks or three tentacle rod attacks.
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. In addition, the target must succeed on a DC19 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.
Melee Attack Roll: +9 to hit, reach 15 ft., one target. Hit: 3 (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 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.
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.
The drow makes one attack with her demon staff.
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.
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.
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 each/day: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips: guidance, mending, resistance, sacred flame, thaumaturgy
Level 1 (4 slots): bane, command, cure wounds, guiding bolt
Level 2 (3 slots): hold person, silence, spiritual weapon
Level 3 (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians
Level 4 (3 slots): banishment, death ward, freedom of movement, guardian of faith
Level 5 (3 slots): contagion, flame strike, geas, mass cure wounds
Level 6 (2 slots): blade barrier, harm
Level 7 (2 slots): divine word, plane shift
Level 8 (1 slots): holy aura
Level 9 (1 slots): gate