Lolth's Finger (5e Creature)

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Lolth's Finger[edit]

Medium humanoid (elf), chaotic evil


Armor Class 15
Hit Points 90 (20d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 10 (+0) 11 (+0) 13 (+1) 9 (-1)

Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 11
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)


Bloodlust Frenzy. During her turn, if the drow has 30 or fewer hit points remaining, she may choose to enter a frenzy. When she does, she remains in a frenzy until she is incapacitated or she cannot perceive any hostile creatures. For as long as she remains in a frenzy, her AC is 1 and she automatically succeeds on all attack rolls. She must still roll to hit when attacking, however a failed roll will do nothing and a successful roll will make the attack a critical hit.

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

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:

At will: dancing lights
3/day: misty step
1/day each: darkness, faerie fire

Reckless. At the start of its turn, the drow can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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 attacks with arachnidism or two with her hand crossbow.

Arachnidism. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage, plus 3 (1d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (1d8 + 5) piercing damage. 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 knocked 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.

REACTIONS

Shadefoot. The drow adds 3 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. If this would cause the attack to miss, the drow can move up to half her speed without provoking opportunity attacks and make one melee weapon attack.

Lolth's fingers are one part of the elite drow forces that serve as extensions of Lolth. The fingers, along with their other constituent parts, are tasked with governing and maintaining the relationships between the drow and Lolth with third parties throughout the world. Lolth's extensions often act as ambassadors in her stead or work within the criminal organizations of various societies, offering tempting deals to other races that sow chaos in the long run.
The fingers are expert swordswomen and avid assassins. They solve their problems with a combination of cunning and brutal violence.

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