Size:
Medium
Type:
Fey
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 30
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 10
Dexterity: 14
Constitution: 10
Intelligence: 11
Wisdon: 11
Charisma: 12
Skills
perception: +2
stealth: +4
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 12
Trait
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
Frequency:
At Will
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 11). It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 11). It can innately cast the following spells, requiring no material components:
darkness
faerie fire
Offense
Shortsword
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d6 + 2) piercing damage.
Offense
Hand Crossbow
Circumstance: Ranged
4 to hit, range 30/120 ft., one target. (1d6 + 2) piercing damage, and the target must succeed on a 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.
Items
hand crossbow
shortsword
Languages
Elvish
Undercommon
Environments
underdark
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 dark elves built an empire in the underworld.
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 dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, 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 slaves 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 dark elves 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. 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.
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.
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 the house slaves, made up of 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.
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.
Variant: Drow Magic Armor 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.
Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Drow Arachnomancer)
Actions/Abilities/Traits: D&D 5e (Drow Arachnomancer)
Saving Throws
Saving Throw Bonuses
Consitution: +7
Intelligence: +9
Constitution: +8
Attributes
Strength: 11
Dexterity: 17
Constitution: 14
Intelligence: 19
Wisdon: 14
Charisma: 16
Skills
arcana: +9
nature: +9
perception: +7
stealth: +8
Senses
blindsight 10 ft.
darkvision 120 ft.
Trait
Change Shape (Recharges after a Short or Long Rest)
The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant 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.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 17
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Trait
Spider Climb
The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Trait
Spider Climb
The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Trait
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
Web Walker
The drow ignores movement restrictions caused by webbing.
Trait
Web Walker
The drow ignores movement restrictions caused by webbing.
Innate Spellcasting
Frequency:
At Will
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 16). It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 16). It can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Spellcasting
Frequency:
At Will
Attribute: int
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save 17):
dancing lights
mage hand
Spellcasting
Frequency:
Daily
Attribute: int
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save 17):
darkness
dispel magic
etherealness
faerie fire
fly
insect plague
invisibility
Resistances
poison
Action
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.
Offense
Bite (Spider Form Only)
Circumstance: Melee
8 to hit, reach 5 ft., one target. (2d8 + 3) piercing damage, and the target must make a 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.
Offense
Poisonous Touch (Humanoid Form Only)
Circumstance: Melee
8 to hit, reach 5 ft., one target. (8d6) poison damage.
Offense
Bite (Giant Spider Form Only)
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d8 + 3) piercing damage, and the target must make a 15 Constitution saving throw, taking 26 (4d12) 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.
Offense
Poisonous Touch (Humanoid Form Only)
Circumstance: Melee
8 to hit, reach 5 ft., one target. (10d6) poison damage.
Offense
Web (Giant Spider Form Only Recharge 5–6)
Circumstance: Ranged
8 to hit, range 30/60 ft., one target. target is restrained by webbing. As an action, the restrained target can make a 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).
Offense
Web (Spider Form Only; {@recharge 5})
Circumstance: Ranged
8 to hit, range 30/60 ft., one target. target is restrained by webbing. As an action, the restrained target can make a 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).
Bonus Action
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.
Languages
Elvish
Undercommon
can speak with spiders
Environments
underdark
Drow spellcasters who seek to devote themselves wholly to Lolth|Drow|MTF, 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.
Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells.
Drow Arachnomancer
Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth|drow|mtf, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Arachnomancer)
Actions/Abilities/Traits: D&D 5e (Drow Elite Warrior)
Actions/Abilities/Traits: D&D 5e (Drow Elite Warrior)
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +5
Wisdom: +4
Attributes
Strength: 13
Dexterity: 18
Constitution: 14
Intelligence: 11
Wisdon: 13
Charisma: 12
Skills
perception: +4
stealth: +10
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 14
Trait
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
Frequency:
At Will
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 12). It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 12). It can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Action
Multiattack
The drow makes two shortsword attacks.
Offense
Shortsword
Circumstance: Melee
7 to hit, reach 5 ft., one target. (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Offense
Hand Crossbow
Circumstance: Ranged
7 to hit, range 30/120 ft., one target. (1d6 + 4) piercing damage, and the target must succeed on a 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.
Reaction
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.
Items
hand crossbow
shortsword
Languages
Elvish
Undercommon
Environments
underdark
Actions/Abilities/Traits: D&D 5e (Drow Elite Warrior)
Actions/Abilities/Traits: D&D 5e (Drow Elite Warrior of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Elite Warrior of Lolth)
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +5
Wisdom: +4
Attributes
Strength: 13
Dexterity: 18
Constitution: 14
Intelligence: 11
Wisdon: 13
Charisma: 12
Skills
perception: +4
stealth: +10
Senses
Darkvision 120 ft.
Trait
Fey Ancestry
The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can't put the drow to sleep.
Passive Perception: 14
Trait
Sunlight Sensitivity
While in sunlight, the drow has Disadvantage on attack rolls.
Action
Multiattack
The drow makes two attacks using Shortsword or Drow Hand Crossbow in any combination
Offense
Shortsword
Circumstance: Melee
7, reach 5 ft. (2d6 + 4) Piercing damage plus 10 (3d6) Poison damage.
Offense
Drow Hand Crossbow
Circumstance: Ranged
7, range 30/120 ft. (1d6 + 4) Piercing damage, and the target makes a saving throw. con 15. The target has the Poisoned condition for 1 hour. While Poisoned in this way, the target also has the Unconscious condition. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.
Underdark Magic (3/Day)
Frequency:
Daily
Attribute: cha
The drow casts Darkness, Faerie Fire, or Levitate (self only), requiring no Material components and using Charisma as the spellcasting ability (spell save 12).
Darkness
Faerie Fire
Levitate
Items
shield
shortsword
studded leather armor
Languages
Common
Elvish
Undercommon
Environments
underdark
urban
Elite warriors of Lolth lead raids and command garrisons in the Underdark.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Elite Warrior of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Favored Consort)
Actions/Abilities/Traits: D&D 5e (Drow Favored Consort)
Saving Throws
Saving Throw Bonuses
Dexterity: +11
Consitution: +9
Constitution: +10
Attributes
Strength: 15
Dexterity: 20
Constitution: 16
Intelligence: 18
Wisdon: 15
Charisma: 18
Skills
acrobatics: +11
athletics: +8
perception: +8
stealth: +11
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 18
Trait
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
War Magic
When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
Innate Spellcasting
Frequency:
At Will
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 18). It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 18). It can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Spellcasting
Frequency:
At Will
Attribute: int
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save 18):
dancing lights
mage armor
mage hand
message
Spellcasting
Frequency:
Daily
Attribute: int
The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save 18):
dimension door
fireball
invisibility
darkness
faerie fire
levitate (self only)
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
Attribute: int
The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save 18, 10 to hit with spell attacks). It has the following wizard spells prepared:
Cantrip: mage hand
Cantrip: message
Cantrip: poison spray
Cantrip: shocking grasp
Cantrip: ray of frost
Level 1: burning hands
Level 1: mage armor
Level 1: magic missile
Level 1: shield
Level 2: gust of wind
Level 2: invisibility
Level 2: misty step
Level 2: shatter
Level 3: counterspell
Level 3: fireball
Level 3: haste
Level 4: dimension door
Level 4: Otiluke's resilient sphere
Level 5: cone of cold
Level 6: chain lightning
Action
Multiattack
The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.
Offense
Scimitar
Circumstance: Melee
11 to hit, reach 5 ft., one target. (1d6 + 5) slashing damage plus 27 (6d8) poison damage.
Offense
Arcane Eruption
Circumstance: Ranged
10 to hit, range 120 ft., one target. (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.
Offense
Hand Crossbow
Circumstance: Ranged
11 to hit, range 30/120 ft., one target. (1d6 + 5) piercing damage, and the target must succeed on a 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.
Reaction
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.
Items
scimitar
Languages
Elvish
Undercommon
Environments
underdark
Nearly every priestess of Lolth|Drow|MTF, including the powerful drow matron mother|MPMM 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.
Many creatures enjoy torture, but the dark elves have made it into an exquisite art.
Drow Favored Consort
Nearly all priestesses of Lolth|drow|mtf, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Favored Consort)
Actions/Abilities/Traits: D&D 5e (Drow Gunslinger)
Actions/Abilities/Traits: D&D 5e (Drow Gunslinger)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +4
Wisdom: +3
Attributes
Strength: 13
Dexterity: 18
Constitution: 14
Intelligence: 11
Wisdon: 13
Charisma: 14
Skills
perception: +3
stealth: +8
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 13
Trait
Gunslinger
Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores Cover||3||half cover and Cover||3||three-quarters cover when making ranged attacks with a pistol.
Trait
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
Frequency:
At Will
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 12) It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 12) It can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Action
Multiattack
The drow makes two shortsword attacks.
Offense
Shortsword
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d6 + 4) piercing damage.
Offense
Poisonous Pistol
Circumstance: Ranged
6 to hit, range 30/90 ft., one target. (1d10 + 4) piercing damage plus 11 (2d10) poison damage.
Items
shortsword
Languages
Elvish
Undercommon
Firearms aren't widely available in the North, but some members of Bregan D'aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Gunslinger)
Actions/Abilities/Traits: D&D 5e (Drow House Captain)
Actions/Abilities/Traits: D&D 5e (Drow House Captain)
Saving Throws
Saving Throw Bonuses
Dexterity: +8
Consitution: +6
Wisdom: +6
Attributes
Strength: 14
Dexterity: 19
Constitution: 15
Intelligence: 12
Wisdon: 14
Charisma: 13
Skills
perception: +6
stealth: +8
Senses
darkvision 120 ft.
Trait
Battle Command
As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 16
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Trait
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
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
Frequency:
At Will
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 13). He can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 13). He can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Spellcasting
Frequency:
At Will
Attribute: cha
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 13):
dancing lights
Spellcasting
Frequency:
Daily
Attribute: cha
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 13):
darkness
faerie fire
levitate (self only)
Action
Multiattack
The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.
Offense
Scimitar
Circumstance: Melee
8 to hit, reach 5 ft., one target. (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Offense
Whip
Circumstance: Melee
8 to hit, reach 10 ft., one target. (1d4 + 4) slashing damage.
Offense
Hand Crossbow
Circumstance: Ranged
8 to hit, range 30/120 ft., one target. (1d6 + 4) piercing damage, and the target must succeed on a 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.
Bonus Action
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.
Reaction
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.
Items
hand crossbow
scimitar
whip
Languages
Elvish
Undercommon
Environments
underdark
House captains will do anything to protect their family—whether that's their birth house or their platoon of scrappy rebels. I'd do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication.
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. 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.
Many creatures enjoy torture, but the dark elves have made it into an exquisite art.
Drow House Captain
Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch's first or second son. The house captain commands the drow and slaves making up the family's army and has made extensive study of strategy and tactics to become an effective leader in battle.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow House Captain)
Actions/Abilities/Traits: D&D 5e (Drow Inquisitor)
Actions/Abilities/Traits: D&D 5e (Drow Inquisitor)
Saving Throws
Saving Throw Bonuses
Consitution: +7
Wisdom: +10
Constitution: +10
Attributes
Strength: 11
Dexterity: 15
Constitution: 14
Intelligence: 16
Wisdon: 21
Charisma: 20
Skills
insight: +10
perception: +10
religion: +8
stealth: +7
Senses
darkvision 120 ft.
Trait
Discern Lie
The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Passive Perception: 20
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Trait
Magic Resistance
The drow has advantage on saving throws against spells and other magical effects.
Trait
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
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
Frequency:
At Will
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 18). She can innately cast the following spells, requiring no material components:
dancing lights
detect magic
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 18). She can innately cast the following spells, requiring no material components:
clairvoyance
darkness
detect thoughts
dispel magic
faerie fire
levitate (self only)
suggestion
Spellcasting
Frequency:
At Will
Attribute: cha
The drow's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 18):
dancing lights
detect magic
message
thaumaturgy
Spellcasting
Frequency:
Daily
Attribute: cha
The drow's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 18):
clairvoyance
darkness
detect thoughts
dispel magic
faerie fire
levitate (self only)
silence
suggestion
true seeing
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
Attribute: wis
The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save 18, 10 to hit with spell attacks). She has the following cleric spells prepared:
Cantrip: guidance
Cantrip: message
Cantrip: poison spray
Cantrip: resistance
Cantrip: thaumaturgy
Level 1: bane
Level 1: cure wounds
Level 1: inflict wounds
Level 2: blindness/deafness
Level 2: silence
Level 2: spiritual weapon
Level 3: bestow curse
Level 3: dispel magic
Level 3: magic circle
Level 4: banishment
Level 4: divination
Level 4: freedom of movement
Level 5: contagion
Level 5: dispel evil and good
Level 5: insect plague
Level 6: harm
Level 6: true seeing
Immunities
Condition Immunities
frightened
Action
Multiattack
The drow makes three Death Lance attacks.
Offense
Death Lance
Circumstance: Melee
10 to hit, reach 5 ft., one target. (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.
Bonus Action
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.
Languages
Elvish
Undercommon
Environments
underdark
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 mother|MPMM|drow matron mothers (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.
Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells.
Drow Inquisitor
Drow expect treachery. After all, the Spider Queen encourages it. 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, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Inquisitor)
Actions/Abilities/Traits: D&D 5e (Drow Mage)
Actions/Abilities/Traits: D&D 5e (Drow Mage)
Attributes
Strength: 9
Dexterity: 14
Constitution: 10
Intelligence: 17
Wisdon: 13
Charisma: 12
Skills
arcana: +6
deception: +4
perception: +4
stealth: +5
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 14
Trait
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
Frequency:
At Will
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 12). It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 12). It can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
Attribute: int
The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save 14, 6 to hit with spell attacks). The drow has the following wizard spells prepared:
Cantrip: mage hand
Cantrip: minor illusion
Cantrip: poison spray
Cantrip: ray of frost
Level 1: mage armor
Level 1: magic missile
Level 1: shield
Level 1: witch bolt
Level 2: alter self
Level 2: misty step
Level 2: web
Level 3: fly
Level 3: lightning bolt
Level 4: Evard's black tentacles
Level 4: greater invisibility
Level 5: cloudkill
Action
Summon Demon (1/Day)
The drow magically summons a quasit, or attempts to summon a shadow demon with a 50|50 percent|50% summoning chance 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.
Offense
Staff
Circumstance: Melee
2 to hit, reach 5 ft., one target. (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
Languages
Elvish
Undercommon
Environments
underdark
Actions/Abilities/Traits: D&D 5e (Drow Mage)
Actions/Abilities/Traits: D&D 5e (Drow Mage of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Mage of Lolth)
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Wisdom: +4
Attributes
Strength: 9
Dexterity: 14
Constitution: 10
Intelligence: 17
Wisdon: 13
Charisma: 12
Skills
arcana: +6
perception: +4
stealth: +5
Senses
Darkvision 120 ft.
Trait
Fey Ancestry
The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can't put the drow to sleep.
Passive Perception: 14
Trait
Sunlight Sensitivity
While in sunlight, the drow has Disadvantage on attack rolls.
Spellcasting
Frequency:
At Will
Attribute: int
The drow casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save 14, 6 to hit with spell attacks):
Dancing Lights
Mage Armor (included in AC)
Mage Hand
Minor Illusion
Spellcasting
Frequency:
Daily
Attribute: int
The drow casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save 14, 6 to hit with spell attacks):
Summon Fiend (demon only)
Action
Multiattack
The drow makes three Abyssal Burst attacks.
Offense
Abyssal Burst
Circumstance: Melee, Ranged
6, reach 5 ft. or range 120 ft. (4d8 + 3) Poison damage.
Underdark Magic (3/Day)
Frequency:
Daily
Attribute: int
The drow casts Faerie Fire or Misty Step, requiring no Material components and using the same spellcasting ability as Spellcasting.
Faerie Fire
Misty Step
Languages
Abyssal
Common
Elvish
Undercommon
Environments
underdark
urban
Some drow pursue arcane study, summoning Fiends from the Abyss in Lolth's name.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Mage of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Matron Mother)
Actions/Abilities/Traits: D&D 5e (Drow Matron Mother)
Saving Throws
Saving Throw Bonuses
Consitution: +9
Wisdom: +11
Constitution: +12
Attributes
Strength: 12
Dexterity: 18
Constitution: 16
Intelligence: 17
Wisdon: 21
Charisma: 22
Skills
insight: +11
perception: +11
religion: +9
stealth: +10
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 21
Trait
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.
Trait
Special Equipment
The drow wields a tentacle rod.
Trait
Magic Resistance
The drow has advantage on saving throws against spells and other magical effects.
Trait
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Trait
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
Frequency:
At Will
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 20). She can innately cast the following spells, requiring no material components:
dancing lights
detect magic
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 20). She can innately cast the following spells, requiring no material components:
clairvoyance
darkness
detect thoughts
dispel magic
faerie fire
levitate (self only)
suggestion
Spellcasting
Frequency:
At Will
Attribute: cha
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 20):
command
dancing lights
detect magic
thaumaturgy
Spellcasting
Frequency:
Daily
Attribute: cha
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 20):
banishment
blade barrier
cure wounds
hold person
plane shift
silence
clairvoyance
darkness
detect thoughts
dispel magic
faerie fire
gate
levitate (self only)
suggestion
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 2 L8: 1 L9: 1
Attribute: wis
The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save 19, 11 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrip: guidance
Cantrip: mending
Cantrip: resistance
Cantrip: sacred flame
Cantrip: thaumaturgy
Level 1: bane
Level 1: command
Level 1: cure wounds
Level 1: guiding bolt
Level 2: hold person
Level 2: silence
Level 2: spiritual weapon
Level 3: bestow curse
Level 3: clairvoyance
Level 3: dispel magic
Level 3: spirit guardians
Level 4: banishment
Level 4: death ward
Level 4: freedom of movement
Level 4: guardian of faith
Level 5: contagion
Level 5: flame strike
Level 5: geas
Level 5: mass cure wounds
Level 6: blade barrier
Level 6: harm
Level 7: divine word
Level 7: plane shift
Level 8: holy aura
Level 9: gate
Immunities
Condition Immunities
charmed
frightened
poisoned
Legendary Action
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.
Legendary Action
Demon Staff
The drow makes one attack with her demon staff.
Legendary Action
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.
Legendary Action
Demon Staff
The drow makes one Demon Staff attack.
Legendary Action
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.
Legendary Action
Cast a Spell (Costs 2 Actions)
The drow uses Spellcasting.
Action
Multiattack
The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks.
Action
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 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.
Action
Summon Servant (1/Day)
The drow magically summons a retriever|mtf 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.
Offense
Demon Staff
Circumstance: Melee
10 to hit, reach 5 ft., one target. (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 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.
Offense
Tentacle Rod
Circumstance: Melee
9 to hit, reach 15 ft., one creature. (1d6) bludgeoning damage. If the target is hit three times by the tentacle rod|DMG|rod on one turn, the target must succeed on a 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.
Bonus Action
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.
Bonus Action
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.
Languages
Elvish
Undercommon
Environments
underdark
Among drow followers of Lolth|Drow|MTF, 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|MPMM and a drow house captain|MPMM, each of whom appears in this book. Other Underdark creatures might also be in the priestess's presence, providing protection or advice.
Mothers of Rebellion
Some matron mothers renounce Lolth|Drow|MTF and join the war against their former goddess. Such drow could be of any alignment, and they lose the following abilities in the stat block: Lolth's Fickle Favor, Summon Servant, and Compel Demon. Even without these 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.
A 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|Drow|MTF 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.
Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn't be surprised.
Drow Matron Mother
At the head of each drow noble house sits a matron mother, an influential priestess of Lolth|drow|mtf 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, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Matron Mother)
Actions/Abilities/Traits: D&D 5e (Drow of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow of Lolth)
Attributes
Strength: 10
Dexterity: 14
Constitution: 10
Intelligence: 11
Wisdon: 11
Charisma: 12
Skills
perception: +2
stealth: +4
Senses
Darkvision 120 ft.
Trait
Fey Ancestry
The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can't put the drow to sleep.
Passive Perception: 12
Trait
Sunlight Sensitivity
While in sunlight, the drow has Disadvantage on attack rolls.
Spellcasting
Frequency:
At Will
Attribute: cha
The drow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 11):
Dancing Lights
Spellcasting
Frequency:
Daily
Attribute: cha
The drow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 11):
Faerie Fire
Offense
Rapier
Circumstance: Melee
4, reach 5 ft. (1d8 + 2) Piercing damage.
Offense
Drow Hand Crossbow
Circumstance: Ranged
4, range 30/120 ft. (1d4 + 2) Piercing damage, and the target makes a saving throw. con 12. The target has the Poisoned condition for 1 hour. If the target fails the save by 5 or more, it also has the Unconscious condition while Poisoned in this way. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.
Items
chain shirt
rapier
Languages
Common
Elvish
Undercommon
Environments
underdark
urban
Drow of Lolth defend cities in the Underdark and raid the surface in the name of the Spider Queen.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Priestess of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Priestess of Lolth)
Saving Throws
Saving Throw Bonuses
Consitution: +4
Wisdom: +6
Constitution: +7
Attributes
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdon: 17
Charisma: 18
Skills
insight: +6
perception: +6
religion: +4
stealth: +5
Senses
darkvision 120 ft.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 16
Trait
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
Frequency:
At Will
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 15). She can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's spellcasting ability is Charisma (spell save 15). She can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Spellcasting
Frequency:
At Will
Attribute: wis
The drow casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:
Dancing Lights
Guidance
Thaumaturgy
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
Attribute: wis
The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save 14, 6 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrip: guidance
Cantrip: poison spray
Cantrip: resistance
Cantrip: spare the dying
Cantrip: thaumaturgy
Level 1: animal friendship
Level 1: cure wounds
Level 1: detect poison and disease
Level 1: ray of sickness
Level 2: lesser restoration
Level 2: protection from poison
Level 2: web
Level 3: conjure animals (2 giant spider|mm|giant spiders)
Level 3: dispel magic
Level 4: divination
Level 4: freedom of movement
Level 5: insect plague
Level 5: mass cure wounds
Action
Multiattack
The drow makes two scourge attacks.
Action
Spider Vortex {@recharge 5}
con 15, each enemy in a 20-foot Emanation [Area of Effect]|Emanation originating from the drow. 33 (6d10) Piercing damage, and the target has the Restrained condition until the start of the drow's next turn. Half damage only.
Action
Summon Demon (1/Day)
The drow attempts to magically summon a yochlol with a 30|30 percent|30% summoning chance 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.
Offense
Scourge
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
Lolth's Blessing (3/Day)
Frequency:
Daily
Attribute: wis
The drow casts Cure Wounds, Darkness, Dispel Magic, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Cure Wounds
Darkness
Dispel Magic
Lesser Restoration
Languages
Elvish
Undercommon
Environments
underdark
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.
Lolth's worship is matriarchal, and only female drow can rise to become priestesses of the Spider Queen or rule a noble house.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Priestess of Lolth)
Actions/Abilities/Traits: D&D 5e (Drow Shadowblade)
Actions/Abilities/Traits: D&D 5e (Drow Shadowblade)
Saving Throws
Saving Throw Bonuses
Dexterity: +9
Consitution: +7
Wisdom: +6
Attributes
Strength: 14
Dexterity: 21
Constitution: 16
Intelligence: 12
Wisdon: 14
Charisma: 13
Skills
perception: +6
stealth: +9
Senses
darkvision 120 ft.
Trait
Devil's Sight
Magical darkness doesn't impede the drow's darkvision.
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Passive Perception: 16
Trait
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Trait
Shadow Step
While in dim light or darkness, the drow can teleport as a bonus action 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.
Trait
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
Frequency:
At Will
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 13). It can innately cast the following spells, requiring no material components:
dancing lights
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The drow's innate spellcasting ability is Charisma (spell save 13). It can innately cast the following spells, requiring no material components:
darkness
faerie fire
levitate (self only)
Spellcasting
Frequency:
At Will
Attribute: cha
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 13):
dancing lights
darkness
Spellcasting
Frequency:
Daily
Attribute: cha
The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 13):
faerie fire
levitate (self only)
Action
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.
Offense
Shadow Sword
Circumstance: Melee, Ranged
9 to hit, reach 5 ft. or range 30/60 ft., one target. (7d6 + 5) necrotic damage.
Offense
Hand Crossbow
Circumstance: Ranged
9 to hit, range 30/120 ft., one target. (1d6 + 5) piercing damage, and the target must succeed on a 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.
Bonus Action
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.
Items
hand crossbow
Languages
Elvish
Undercommon
Environments
underdark
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 city of Menzoberranzan in the Forgotten Realms, 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. 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.
Many creatures enjoy torture, but the dark elves have made it into an exquisite art.
Drow Shadowblade
Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see.
A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic.
5e Tools
Actions/Abilities/Traits: D&D 5e (Drow Shadowblade)
Actions/Abilities/Traits: D&D 5e (Drow Spore Servant)
Actions/Abilities/Traits: D&D 5e (Drow Spore Servant)
Attributes
Strength: 10
Dexterity: 14
Constitution: 10
Intelligence: 2
Wisdon: 6
Charisma: 1
Senses
blindsight 30 ft. (blind beyond this radius)
Passive Perception: 8
Immunities
Condition Immunities
blinded
charmed
frightened
paralyzed
Offense
Shortsword
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d6 + 2) piercing damage.
Items
shortsword
Actions/Abilities/Traits: D&D 5e (Drow Spore Servant)
Actions/Abilities/Traits: Pathfinder 1e (Drow Demonic Champion)
Actions/Abilities/Traits: Pathfinder 1e (Drow Demonic Champion)
Aura: cowardice (10 ft.), despair (10 ft.)
Actions/Abilities/Traits: Pathfinder 1e (Drow Demonic Champion)
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 dark elves built an empire in the underworld.
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 dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, 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 slaves 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 dark elves 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. 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.
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.
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 the house slaves, made up of 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.
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.
Variant: Drow Magic Armor 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.
Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.
5e Tools