Drow

Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves — the drow — found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the drow built an empire in the underworld.

Jump to: Drow | Drow Elite Warrior | Drow Mage | Drow Priestess of Lolth | Drow Arachnomancer | Drow Favored Consort | Drow House Captain | Drow Inquisitor | Drow Matron Mother | Drow Rebellious Matron | Drow Shadowblade

A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.

Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.

Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.

Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.

Drow Magic and Weapons. Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 19 and a +1 bonus on attack and damage rolls with shortsword attacks. A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. A drow priestess of Lolth wearing +3 scale mail has AC 19.

Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.

Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are drow of low birth and the occasional non-drow captive.

Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.

In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow — either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.


Drow

Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the drow have built their subterranean civilization. Whatever she demands, the drow do.

Drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.

Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When laborers are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.

Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings.

Environment

Ruins, Underdark

Token

Drow

Medium humanoid (elf), neutral evil


  • Armor Class 15 (chain shirt)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +2,Stealth +4
  • Senses darkvision 120 ft.,passive Perception 12
  • Languages Elvish,Undercommon
  • Challenge 1/4

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

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: * At will: dancing lights * 1/day each: darkness, faerie fire


Drow Elite Warrior

Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They frequently raid surface settlements under cover of night, returning to the Underdark with prisoners and spoils in tow before dawn.

Elite warriors can be male or female.

Environment

Ruins, Underdark

Token

Drow Elite Warrior

Medium humanoid (elf), neutral evil


  • Armor Class 18 (studded leather, shield)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

  • Proficiency Bonus +3
  • Saving Throws Dex +7,Con +5,Wis +4
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +4,Stealth +10
  • Senses darkvision 120 ft.,passive Perception 14
  • Languages Elvish,Undercommon
  • Challenge 5

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 shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: * At will: dancing lights * 1/day each: darkness, faerie fire, levitate (self only)


Drow Mage

Privileged drow males who lack the strength and fighting prowess to train as warriors have no recourse but to pursue the study of magic. For them, it is a matter of survival. Female drow with a natural affinity for the arcane arts may also become drow mages, although they are much less common.

Environment

Ruins, Underdark

Token

Drow Mage

Medium humanoid (elf), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 45 (10d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Arcana +6,Deception +5,Perception +4,Stealth +5
  • Senses darkvision 120 ft.,passive Perception 14
  • Languages Elvish,Undercommon
  • Challenge 7

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

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon 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.

Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: * At will: dancing lights * 1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

  • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
  • 1st level (4 slots): mage armor, magic missile, shield, witch bolt
  • 2nd level (3 slots): alter self, misty step, web
  • 3rd level (3 slots): fly, lightning bolt
  • 4th level (3 slots): Evard's black tentacles, greater invisibility
  • 5th level (2 slots): cloudkill

Drow Priestess of Lolth

Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth. The Spider Queen doesn't allow male drow to hold such positions.

Such priestesses execute the will of the Spider Queen, and as a result, they wield tremendous power and influence in drow society. The matron mothers who rule the drow houses are the most powerful of Lolth's priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families.

Environment

Ruins, Underdark

Token

Drow Priestess of Lolth

Medium humanoid (elf), neutral evil


  • Armor Class 16 (scale mail)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)

  • Proficiency Bonus +3
  • Saving Throws Con +4,Wis +6,Cha +7
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Insight +6,Perception +6,Religion +4,Stealth +5
  • Senses darkvision 120 ft.,passive Perception 16
  • Languages Elvish,Undercommon
  • Challenge 8

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 scourge attacks. One attack can be replaced by a use of Spellcasting.

Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon 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.

Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: * At will: dancing lights * 1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:

  • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
  • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
  • 2nd level (3 slots): lesser restoration, protection from poison, web
  • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
  • 4th level (3 slots): divination, freedom of movement
  • 5th level (2 slots): insect plague, mass cure wounds

Drow Arachnomancer

Drow spellcasters who seek to devote themselves wholly to Lolth, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.

Environment

Ruins, Underdark

Token

Drow Arachnomancer

Medium humanoid (Elf), Typically Chaotic Evil


  • Armor Class 15 (studded leather)
  • Hit Points 162 (25d8 + 50)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 19 (+4) 14 (+2) 16 (+3)

  • Proficiency Bonus +5
  • Saving Throws Con +7,Int +9,Cha +8
  • Damage Vulnerabilities
  • Damage Resistances poison
  • Damage Immunities
  • Condition Immunities
  • Skills Arcana +9,Nature +9,Perception +7,Stealth +8
  • Senses blindsight 10 ft.,darkvision 120 ft.,passive Perception 17
  • Languages Elvish,Undercommon,can speak with spiders
  • Challenge 13

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

Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drow ignores movement restrictions caused by webbing.

Actions

Multiattack. The drow makes three attacks, using Bite, Poisonous Touch, Web, or a combination of them. One attack can be replaced by a use of Spellcasting.

Bite (Spider Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (10d6) poison damage.

Web (Spider Form Only; Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):

  • At will: dancing lights, mage hand
  • 1/day each: darkness, dispel magic, etherealness, faerie fire, fly, insect plague, invisibility

Bonus Actions

Change Shape (Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies.


Drow Favored Consort

Nearly every priestess of Lolth, including the powerful drow matron mother in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne--or even to claim the throne themselves.

Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth's priestesses are notoriously fickle, and a consort must often contend with rivals.

Some favored consorts work behind the scenes to undermine the evils encouraged by Lolth. Others can be found in Underdark cities free of Lolth's influence, where these powerful spellcasters apply their might toward ending her tyranny.

Environment

Ruins, Underdark

Token

Drow Favored Consort

Medium humanoid (Elf, Wizard), Any Alignment


  • Armor Class 15 (18 with mage armor)
  • Hit Points 240 (32d8 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 16 (+3) 18 (+4) 15 (+2) 18 (+4)

  • Proficiency Bonus +6
  • Saving Throws Dex +11,Con +9,Cha +10
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Acrobatics +11,Athletics +8,Perception +8,Stealth +11
  • Senses darkvision 120 ft.,passive Perception 18
  • Languages Elvish,Undercommon
  • Challenge 18

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 three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.

Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 27 (6d8) poison damage.

Arcane Eruption. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.

Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18):

  • At will: dancing lights, mage armor, mage hand, message
  • 3/day each: dimension door, fireball, invisibility
  • 1/day each: darkness, faerie fire, levitate (self only)

Reactions

Protective Shield (3/Day). When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow's next turn, which can cause the triggering attack roll to miss.


Drow House Captain

A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become effective leaders in battle.

Among Lolth's devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who is typically the first or second son of a drow matron mother (appears in this book). Elsewhere drow house captains fight in the war against Lolth, often allying with duergar and others who also wish to rid their subterranean world of that god's malevolence.

Environment

Ruins, Underdark

Token

Drow House Captain

Medium humanoid (Elf), Any Alignment


  • Armor Class 16 (chain mail)
  • Hit Points 162 (25d8 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 13 (+1)

  • Proficiency Bonus +4
  • Saving Throws Dex +8,Con +6,Wis +6
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +6,Stealth +8
  • Senses darkvision 120 ft.,passive Perception 16
  • Languages Elvish,Undercommon
  • Challenge 9

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 Scimitar attacks and one Whip or Hand Crossbow attack.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

  • At will: dancing lights
  • 1/day each: darkness, faerie fire, levitate (self only)

Bonus Actions

Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.

Reactions

Parry. The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.


Drow Inquisitor

Lolth's worshipers expect treachery--the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled only by that of the drow matron mothers of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.

Environment

Ruins, Underdark

Token

Drow Inquisitor

Medium humanoid (Cleric, Elf), Typically Neutral Evil


  • Armor Class 16 (breastplate)
  • Hit Points 149 (23d8 + 46)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 16 (+3) 21 (+5) 20 (+5)

  • Proficiency Bonus +5
  • Saving Throws Con +7,Wis +10,Cha +10
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities frightened
  • Skills Insight +10,Perception +10,Religion +8,Stealth +7
  • Senses darkvision 120 ft.,passive Perception 20
  • Languages Elvish,Undercommon
  • Challenge 14

Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.

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.

Summon Demon (1/Day). The drow attempts to magically summon a yochlol (see the Monster Manual), with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon 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.

Actions

Multiattack. The drow makes three Death Lance attacks.

Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

  • At will: dancing lights, detect magic, message, thaumaturgy
  • 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), silence, suggestion, true seeing

Bonus Actions

Spectral Dagger (Recharges after a Short or Long Rest). The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 9 (1d8 + 5) force damage. The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.


Drow Matron Mother

Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the goddess sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.

A matron mother is almost never encountered alone. She is typically accompanied by a drow favored consort and a drow house captain, each of whom appears in this book. Other Underdark creatures might also be in the priestess's presence, providing protection or advice.

Environment

Ruins, Underdark

Token

Drow Matron Mother

Medium humanoid (Cleric, Elf), Typically Neutral Evil


  • Armor Class 17 (half plate)
  • 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)

  • Proficiency Bonus +6
  • Saving Throws Con +9,Wis +11,Cha +12
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities charmed,frightened,poisoned
  • Skills Insight +11,Perception +11,Religion +9,Stealth +10
  • Senses darkvision 120 ft.,passive Perception 21
  • 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.

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.

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

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 (both appear in the Monster Manual). 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

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.

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.

Lair Actions

n 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.

Regional Effects

A Drow Matron Mother's Lair

The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.Any temple of Lolth also functions as a matron mother's lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.

Lair Actions

Regional Effects


Drow Rebellious Matron

Some matron mothers renounce Lolth and join the war against their former goddess. Even without their Lolth-granted abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth.

Environment

Ruins, Underdark

Token

Drow Rebellious Matron

Medium humanoid (Cleric, Elf), any alignment


  • Armor Class 17 (half plate)
  • 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)

  • Proficiency Bonus +6
  • Saving Throws Con +9,Wis +11,Cha +12
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities charmed,frightened,poisoned
  • Skills Insight +11,Perception +11,Religion +9,Stealth +10
  • Senses darkvision 120 ft.,passive Perception 21
  • 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.

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.

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

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 Demon Staff attack.

Cast a Spell (Costs 2 Actions). The drow uses Spellcasting.

Lair Actions

n 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.

*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.

Regional Effects

A Drow Rebellious Matron's Lair

Habits die hard, and rebellious matron mothers still look to create lairs as places of refuge and defense, even when embedded in other societies. Sigils throughout the building allow the matron mother to use the following lair actions while within it.

Lair Actions

Regional Effects


Drow Shadowblade

Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In the Underdark, drow noble houses often employ shadowblades to eliminate rivals from other houses. In communities free of Lolth's sway, they serve as spies tasked with foiling the plots of that demon lord's cult, though some do go entirely mercenary and work for the highest bidders. In any role they take on, they move undetected until the moment they attack--and then they are the last thing their victims see.

A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in the Abyss, siphoning its essence into themselves.

Environment

Ruins, Underdark

Token

Drow Shadowblade

Medium humanoid (Elf), Any Alignment


  • Armor Class 17 (studded leather)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

  • Proficiency Bonus +4
  • Saving Throws Dex +9,Con +7,Wis +6
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +6,Stealth +9
  • Senses darkvision 120 ft.,passive Perception 16
  • Languages Elvish,Undercommon
  • Challenge 11

Devil's Sight. Magical darkness doesn't impede the drow's darkvision.

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 three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.

Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

  • At will: dancing lights, darkness
  • 1/day each: faerie fire, levitate (self only)

Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon 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.

Bonus Actions

Shadow Step. While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.