5e:Drow Matron Mother

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Varied
MToF, MotM
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Drow Matron Mother (Pointer) [1] [2] [3]
Medium Humanoid  (Elves, Drow, Clerics), Neutral Evil
Armor Class: 18 (half plate)
Hit Points: 262
Speed: 30 ft.
Str Dex Con Int Wis Cha
Saving Throws: Con, Wis, Cha
Skills: Insight, Perception, Religion, Stealth
Condition Immune: charmed, frightened, poisoned
Senses: darkvision 120 ft., passive perception 21
Languages:
  1. redirect: Template:5xlang,
  2. redirect: Template:5xlang
Habitat: Underdark
Challenge: 20 (25,000 xp)Proficiency Bonus (PB): +6

Features

Fey Ancestry. [4] The drow has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.

Innate Spellcasting (MToF Only, Charisma). [5]

Magic Resistance (MToF Only). [4] The drow has advantage on saving throws against spells and other magical effects.

Special Equipment (MotM Only).

Spellcasting (MToF Only, Cleric, Wisdom). [5]

Sunlight Sensitivity. [4] While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 

Actions

Multiattack.

Demon Staff. Melee Weapon Attack

Divine Flame (MotM Only, 2/Day).

Tentacle Rod. Melee Weapon Attack

Summon Servant (MToF Only, 1/Day).

Bonus Actions

Lolth's Fickle Favor.

Summon Servant (MotM Only, 1/Day).

Legendary Actions

The humanoid 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 humanoid regains spent legendary actions at the start of its turn.

Compel Demon (MTof version Costs 2 Actions).

Demon Staff.

Cast a Spell (MToF version Costs 1-3 Actions, MotM variant costs 2 Actions).

Unofficial Description: Drow head of a noble house


Drow Matron Mother's Lair

[2] Her palace and all temples of Lolth in her domain count as her lair.

Lair Actions

[2] When fighting inside its lair, an drow matron mother can use lair actions. On initiative count 20 (losing initiative ties), the humanoid takes a lair action to cause one of the following effects; the humanoid can’t use the same effect two rounds in a row:

  • Perceive Interlopers.
  • Spectral Web.
  • Telekinetic Throw.

Sources and Notes

  1. Wizards RPG Team. Mordenkainen's Tome of Foes (5e 2014) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 186-187. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Jeremy Crawford. Monsters of the Multiverse (5e 2014) (2022-05-17). Wizards of the Coast. ISBN 978-0786967872. p. 103-104. Licensed: © Wizards of the Coast (used under 'fair use' clause). 2.0 2.1
  3. Note: The MToF variant has more hit points (262) and higher AC (18) than the MotM variant (247 hp, 17 ac).
  4. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. 4.0 4.1 4.2
  5. Note: The Innate Spellcasting and Spellcasting features of the MToF variant are rolled into the Spellcasting action of the MotM variant. 5.0 5.1

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