Medium humanoid (elf), neutral evil
Armor Class 17 (half plate)
Hit Points 262 (35d8 + 105)
Speed 30 ft.
Proficiency Bonus +6
Proficiency Bonus +16 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 16 (+3) | 17 (+3) | 21 (+5) | 22 (+6) |
Saving Throws Con +9, Wis +11, Cha +12
Skills Insight +11, Perception +11, Religion +9, Stealth +10
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Elvish, Undercommon
Challenge 20 (25,000 XP)
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 20). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only) , suggestion
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) 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.
Spellcasting. 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 (at will): guidance, mending, resistance, sacred flame, thaumaturgy
- 1 st level (4 s lots): 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
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 matron mother makes two demon staff attacks or three tentacle rod attacks.
- Demon Staff. Melee Weapon Attack: +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 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 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.
- 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 repmains 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 options 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 d row’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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
The Drow Matron Mother is the leader of a noble house in the matriarchal society of the drow, a dark-skinned race of elves that dwell in the Underdark. She is usually a powerful cleric and a high priestess of Lolth, the Spider Queen, the evil goddess of the drow. The Matron Mother is responsible for carrying out Lolth’s will and advancing the interests of her family, often through complex schemes of conspiracy and treachery. She commands absolute authority and obedience from her children, servants, and allies, and does not hesitate to eliminate anyone who opposes or threatens her.
COMBAT
The Drow Matron Mother is a formidable opponent in combat, wielding both magic and weapons with skill and cunning. She can cast a variety of spells, both innate and learned, that can harm, hinder, or manipulate her enemies. Some of her most common spells include darkness, faerie fire, levitate, suggestion, dominate person, and spider climb. She can also summon a servant of Lolth, such as a retriever or a yochlol, to aid her in battle. The Matron Mother rarely fights alone; she is usually accompanied by a retinue of loyal drow warriors, mages, assassins, and priests.
The Matron Mother’s preferred weapons are the demon staff and the tentacle rod. The demon staff is a black metal staff that can inflict psychic damage and cause fear in those who are hit by it. The tentacle rod is a metal rod with three tentacles that can lash out at enemies from a distance. The tentacles can also cause various debilitating effects on those who are hit by them multiple times, such as slowing them down, preventing them from using reactions, or limiting their actions.
HABITAT / SOCIETY
The Drow Matron Mother lives in a palace that serves as both her home and her fortress. The palace is located in a drow city in the Underdark, usually near a source of water or a portal to another plane. The palace is protected by various magical sigils that allow the Matron Mother to use her lair actions, such as creating webs, summoning spiders, or casting spells. The palace is also guarded by numerous drow soldiers and servants, as well as traps and wards.
The Drow Matron Mother rules over her noble house with an iron fist. She oversees all aspects of the house’s affairs, such as politics, economics, religion, warfare, and espionage. She also determines the fate of her children, choosing who will inherit her position, who will marry whom, who will serve as her agents or allies, and who will be sacrificed to Lolth. The Matron Mother’s authority is challenged only by other matron mothers of rival houses or by Lolth herself.
The Drow Matron Mother worships Lolth with fervor and devotion. She performs rituals and sacrifices to please the Spider Queen and gain her favor. She also follows Lolth’s commands and guidance, even if they are cruel or contradictory. The Matron Mother believes that Lolth is testing her strength and loyalty through various trials and tribulations. She also hopes that Lolth will reward her with power and glory in this life or the next.
ECOLOGY
The Drow Matron Mother is an apex predator in the Underdark. She preys on other races and creatures that live in the dark depths, such as duergar, svirfneblin, mind flayers, beholders, and dragons. She also competes with other drow houses for resources and territory. She uses her magic and minions to hunt down and capture her prey or enemies. She then either kills them outright or tortures them for information or amusement.
The Drow Matron Mother has few natural allies or friends. She may form alliances with other drow houses or factions for mutual benefit or protection, but she does not trust them fully and may betray them at any moment. She may also cooperate with other evil beings that serve Lolth or share her goals, such as demons, yugoloths, or arachnids. However, she does not respect them as equals and may exploit them for her own gain.
The Drow Matron Mother has many natural enemies and foes. She is hated by most other races and creatures that dwell in the Underdark or on the surface world. She is especially despised by those who oppose Lolth or follow other gods, such as Eilistraee, Corellon Larethian, Moradin, or Ghaunadaur. She is also targeted by those who seek to stop her evil plans or avenge her victims, such as adventurers, heroes, rebels, or exiles.