Monster
Drow Matron Mother
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 17 (half plate)
- Hit points
- 247 (33d8 + 99)
- Speed
- Walk 30 ft.
- Challenge rating
- 20
- Alignment
- Neutral Evil
- Strength
- 12
- Dexterity
- 18
- Constitution
- 16
- Intelligence
- 17
- Wisdom
- 21
- Charisma
- 22
- Passive Perception
- 21
- Saving Throws
- con: +9; wis: +11; cha: +12
- Skills
- insight: +11; perception: +11; religion: +9; stealth: +10
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
- Condition Immunities
- charmed, frightened, poisoned
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 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.
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.
Bonus actions
Lolth's Fickle Favor
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)
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.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
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.
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
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.