Drow Matron Mother: 5th Edition Monster Guide

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.

Medium Humanoid (Cleric, Elf), Typically Neutral Evil

Armor Class: 17 (half plate)
Hit Points: 247 (33d8 + 99)
Speed: 30 ft.

    STR – 12 (+1)
    DEX – 18 (+4)
    CON – 16 (+3)
    INT – 17 (+3)
    WIS – 21 (+5)
    CHA – 22 (+6)

Saving Throws: Con +9, Wis+ 11, Cha+ 12

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

Condition Immunities: charmed, frightened, poisoned

Senses: darkvision 120 ft., passive Perception 21

Languages: Elvish, Undercommon

Challenge: 20 (25,000 XP)

Proficiency Bonus: +6

Fey Ancestry. The drow has advantage on saving throws against beingcharmed, 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 draw bestows the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes before the end of its next turn .

Summon Servant (1/Day). The drow magically summons a glabrezu or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action .

LEGENDARY ACTIONS

The draw 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 draw 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.