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DROW ARACHNOMANCER


Drow spellcas ters who seek to devote themselves wholly

to the S pide r Queen sometimes wa lk the dark path of

the arachnomancer. By offering up body and soul to

Lolth, they gain tre me ndous power a nd a supernatural

connection to the ancient spiders of the Demonwe b Pits,

cha nneling magic from that dread place.

DROW FAVORED CONSORT


Nearly all priestesses of Lolth, including the powerful

matron mothers, take attractive drow as their consorts.

Often these individuals s erve n o purpose beyond plea-

sure, 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 lavis h on a

consort who combine s beauty with magica l might.

DROW FAVORED CONSORT


Medium humanoid (elf), neutral evil

Armor Class 15 (18 with mage armor)

Hit Points 225 (30d8 + 90)

Speed 30 ft.

STR

15 (+2)

DEX

20 (+5)

CON

16 (+3)

INT

18 (+4)

Saving Throws Dex + 11 , Con +9, Cha +10

WIS

15 (+2)

CHA

18 (+4)

Skills Acrobatics + 11, Athletics +8, Pe rception +8 , Stealth + 11

Senses darkvision 120 ft., passive Perception 18

Languages Elvish, Undercommon

Challenge 18 (20, 000 XP)

1st level (4 slots): burning hands, mage armor, magic mis-

sile, shield

2nd level (3 slots): gust of wind, invisibility, misty step, shatter

3rd level (3 s lots): counterspell, firebal/, haste

4th level (3 slots): dimension door, Otiluke's resilient sphere

5th level (2 slots): cone of cold

6th level (1 slot): chain lightning

Sunlight Sensitivity. While in sunlight, the drow has disadvan-

tage on attack rolls, as well as on Wisdom (Perception) checks

that rely on sight.

War Magic. When the drow uses its action to cast a spell, it can

make one weapon attack as a bonus action.

ACTIONS

Multiattack. The drow makes three scimitar attacks.

Fey Ancestry. The drow has advantage on saving throws against

being c harmed, and magic can' t put th e drow to sleep. Scimitar. Melee Weapon Attack: + 11 to hit, reach 5 ft., one

target. Hit: 8 (ld6 + 5) slashing damage plus 18 (4d8) poison

Innate Spellcasting. The drow's innate spellcasting ability is damage. In addition, the target has disadvantage on the next

Charisma (spell save DC 18). It can innately cast the following saving throw it makes against a spell the drow casts before the

spells, requiring no material components: end of the drow's next turn.

At will: dancing lights Hand Crossbow. Ranged Weapon Attack: + 11 to hit, range

1/day each: darkness.faerie.fire, levitate (se lfonly) 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and

Spellcasting. The drow is a 11th-level spellcaster. Its spellcast- the target must succeed on a DC 13 Constitution saving throw

ing ability is Intelligence (spell save DC 18, + 10 to hit with spell or be poisoned for l hour. If t he saving throw fails by S or more,

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attacks). It has the following wizard spells pre pared: the target is also unconscious while poisoned in th is way. The

target regains consciousness if it takes damage or if another

Cantrips (at will): mage hand, message, poison spray, shocking creature takes an action to shake it. ~


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CHAPTER 6 I BRSTI ARY
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