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Mjolnirh
Member
 
Join Date: Oct 2016
Posts: 39

Old November 15th, 2018, 01:20 PM
I am starting to code in a series of big nasties, Lolth was my first one. I did look around the net and saw some Lolths out there but I thought they were a bit over the top. So using some of the big nasties from the Tome of foes as a template. I created a Lolth that I think is more than fair for taking on a demon goddess. Complete with legendary and lair actions which make way more sense than what I was seeing.

Lolth Demon Queen of Spiders
Drow form
Large fiend, chaotic evil
—————
Armor Class 18 (natural armor)
Hit Points 620 (40d20+200)
Speed 30 ft., climb 30 ft.
—————
STR 22 (+6), DEX 30 (+10), CON 20 (+5), INT 29 (+9), WIS 23 (+6), CHA 30 (+10)
—————
Saving Throws Str +15, Dex +19, Con +14, Int +18, Wis +15, Cha +19
Skills Acrobatics +28, Animal Handling +24, Arcana +27, Athletics +24, Deception +28, History +27,
Insight +24, Intimidation +28, Investigation +27, Medicine +24, Nature +27, Perception +24, Performance
+28, Persuasion +28, Religion +27, Sleight of Hand +28, Stealth +28, Survival +24
Damage Resistances fire, spells
Damage Immunities acid, cold, lightning, necrotic, poison, bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned,
unconscious
Senses truesight 120 ft., passive Perception 34
Languages all, telepathy 120 ft.
Challenge 29 (135,000 XP)
—————
Innate Spellcasting. The lolth (silistryn) demon queen of spiders’s spellcasting ability is Charisma (spell
save DC 27). It can innately cast the following spells, requiring no material components:
At will: charm person, dancing lights, darkness, faerie fire, levitate, poison spray, telekinesis, web
3/day each: banishment, counterspell, dispel magic, heal, reverse gravity, symbol
1/day each: disintegrate, divine word, finger of death, holy aura

Limited Magic Immunity. Lolth cannot be affected or detected by spells of 6th level or lower unless it
wishes to be. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons. All of Lolth's weapons and attacks are considered magical

Regeneration. Lolth regains 20 hit points at the start of her turn. If she takes radiant damage, this trait
doesn’t function at the start of Lolth’s next turn.

Web Sense. Lolth knows the exact location of any other creature in contact with the Demonweb.

Web Walker. Lolth ignores movement restrictions caused by webbing.

Actions
—————
Multiattack. In Gargantuan Spider form the Queen of Spiders has 4 leg attacks and one bite attack.
Huge Female Drider form Lolth attacks three times with her longsword and once with her shortsword.
Large Female Drow form Lolth attacks three times with her Rapier and once with her Dagger.

Dagger. Melee Weapon Attack: +19 to hit, reach 5 ft., one target.
Hit: 15 (2d4+10) damage. The target must make a DC 25 Constitution saving throw, taking 21 (6d8)
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.

Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 15 (2d8+6) piercing damage. The target must make a DC 25 Constitution saving throw, taking 21
(6d8) 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.

Web (Recharge 3-6). Ranged Weapon Attack: +19 to hit, range 60 ft./120 ft., one target.
Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 23 Strength
check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp
25; immunity to bludgeoning, poison, and psychic damage).

Teleport. The Lolth magically teleports, along with any equipment she is wearing or carrying, up to 120
feet to an unoccupied space She can see.

Legendary Actions
—————
The creature 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 creature regains spent
legendary actions at the start of its turn.
Cast Spell. Lolth Casts a spell
Melee Attack. Lolth makes an extra Melee attack depending with form she is currently in
Spider: Leg attack
Drider: Longsword attack
Drow: Rapier attack
Web attack (Costs 2 Actions). The target is restrained by webbing. As an action, the restrained target can
make a DC 27 Strength check, bursting the webbing on a success. The webbing can also be attacked
and destroyed (AC 15; hp 25; immunity to bludgeoning, poison, and psychic damage).
Summon Yochlol (Costs 3 Actions). Lolth summons 2d4 yochlol demons, which each appear in
unoccupied spaces within 60 feet of Lolth, act as her allies, and can't summon other demons. A yochlol
disappears when it is reduced to 0 hit points, or when Lolth uses her Dismiss Demons action. When Lolth
uses this legendary action, she can't use it again until all yochols summoned by her have disappeared.
—————
Lolth's Lair Actions. When fighting inside her lair, Lolth can invoke the ambient magic to take lair actions.
On initiative count 20 (losing initiative ties), Lolth can take one lair action to cause one of the following
effects:
Lair Actions
—————
• A Tangled Web (1 charges). Lolth chooses 3 targets within her lair the floor beneath them becomes
webbing. The target can make a DC 27 Dexterity check to avoid becoming tanlgled on a failed save the
target is restrained by webbing. As an action, the restrained target can make a DC 27 Strength check,
bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 25;
immunity to bludgeoning, poison, and psychic damage).
Lolth cannot repeat an effect until all three have been used, and it can't use the same effect on
consecutive rounds.
• Arachnophobia (1 charges). All creatures in Lolth’s lair other than a spider, drow, drider, or Yochlol, that
starts its turn within Lolth’s lair must succeed on a DC 27 Wisdom check or become frightened of spiders.
A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this
aura for the next 24 hours.
Lolth cannot repeat an effect until all three have been used, and it can't use the same effect on
consecutive rounds.
• Spawn Spider Swarm (1 charges). From the crevices and nooks within Lolth's lair countless spiders
stream together to form a 10,000 spider swarm.
Lolth cannot repeat an effect until all three have been used, and it can't use the same effect on
consecutive rounds. Also if there currently is an active swarm another cannot be spawned.

Drider form has the following differences:

Huge fiend, chaotic evil
Armor Class 20
Speed 40 ft., climb 40 ft.

Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 19 (3d8+6) piercing damage. The target must make a DC 25 Constitution saving throw, taking 21
(6d8) 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.

Shortsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target.
Hit: 24 (4d6+10) damage. The target must make a DC 25 Constitution saving throw, taking 21 (6d8)
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.

Gargantuan Spider form has the following differences:

Gargantuan fiend, chaotic evil
Armor Class 24 (natural armor)
Speed 60 ft., climb 60 ft.

Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target.
Hit: 37 (6d8+10) piercing damage. The target must make a DC 25 Constitution saving throw, taking 40
(10d8) 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.

Leg. Melee Weapon Attack: +19 to hit, reach 5 ft., one target.
Hit: 20 (4d4+10) piercing damage.
Mjolnirh is offline   #1 Reply With Quote
dungeonguru
Senior Member
 
Join Date: May 2016
Posts: 608

Old November 15th, 2018, 02:23 PM
In the melee and ranged attacks, you can look at the lycanthropes (werewolf, etc.) and see how the melee attacks are typed in, i.e.

Bite (Giant Spider form only): ....

If you want to condense things down, you might want to add a Shapechange ability that details the forms she can take and whether shifting is an action, bonus action or legendary action.

That way everything you might need to script sits in one Racial Special rather than spread out.

If you have the community files, you can look at some of the critters that modify AC on an activated ability you can probably get a script that works to modify the base AC modifier based on the form chosen.
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