Drow Matron Mother

Medium humanoid (elf), Neutral Evil

Armor Class

17 (half plate armor)

Hit Points

262 (35d8+105)

Speed

walk 30 ft.

Saves

Con +9, Wis +11, Cha +12

Skills

Insight +11, Perception +11, Religion +9, Stealth +10

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

20

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) 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 sight.

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

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 • 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 slots): holy aura • 9th level (1 slots): gate

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 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.

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 remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary actions

Legendary Actions (3/Turn)

The humanoid (elf) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (elf) regains spent legendary actions at the start of its 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.

Drow Matron Mother

Medium humanoid (cleric, elf), typically neutral evil

Armor Class

17 (half plate armor)

Hit Points

247 (33d8 + 99)

Speed

walk 30 ft.

Saves

Con +9, Wis +11, Cha +12

Skills

Insight +11, Perception +11, Religion +9, Stealth +10

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Languages

Elvish, Undercommon

Challenge

20

Proficiency Bonus

+6

Special Equipment

The drow wields a tentacle rod.

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 two Demon Staff attacks or one Demon Staff attack and 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. 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 creature. 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.

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.

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/Day each: banishment, blade barrier, cure wounds, hold person, plane shift, silence • 1/Day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestion

Lolth's Fickle Favor (Bonus Action)

The drow bestows 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 before the end of its next turn.

Summon Servant (1/Day) (Bonus Action)

The drow magically summons a glabrezu 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.

Lair Actions

On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can't take the same lair action two rounds in a row: Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can't become hidden from her and gain no benefit from the invisible condition against her. Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Telekinetic Throw. The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a DC 19 Strength saving throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.

Legendary actions

Legendary Actions (3/Turn)

The drow matron mother can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The drow matron mother regains spent legendary actions at the start of its turn.

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.