Lolth

Gargantuan fiend, chaotic evil

Armor Class 20 (natural armor)

20 (natural armor) Hit Points 600

600 Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA 28 (+9) 19 (+4) 26 (+8) 30 (+10) 28 (+9) 20 (+5)

Saving Throws Str +11, Int +12

Str +11, Int +12 Skills Athletics +14, Deception +10, Perception +7, Persuasion +8, Stealth +14

Athletics +14, Deception +10, Perception +7, Persuasion +8, Stealth +14 Damage Resistances nonmagical bludgeoning, piercing and slashing damage

nonmagical bludgeoning, piercing and slashing damage Damage Immunities poison

poison Condition Immunities charmed, exhaustion, petrified, poisoned

charmed, exhaustion, petrified, poisoned Senses darkvision 240 ft., truesight 240 ft., passive Perception 17

darkvision 240 ft., truesight 240 ft., passive Perception 17 Languages all

all Challenge 25?

Hands of a Lesser God. Lolth's attacks count as magical for the purposes of overcoming resistance and immunity.

Legendary Resistance (3/Day). If Lolth fails a saving throw, she can choose to succeed instead.

Spider Climb. Lolth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, Lolth knows the exact location of any other creature in contact with the same web.

Web Walker. Lolth ignores movement restrictions caused by webbing.

Neural Webbing Any creature that is connected to the neural network and restrained by Lolth's Unyielding web, Enweb or is woven into a cacoon by a web tender starts to join the network of minds. After one round of being connected Lolth knows everything they know. After two rounds other personalities can leak into their minds and they are fully part of the 'hivemind'.

Link To The Web A thick strand of web trails from a mass of pressed together faces above her main spinneret. This web connects her to the neural network of webbing and the minds of all those who are also connected. It has AC 15, HP 80, vulnerability to fire and immunity to bludgeoning damage. If this web is severed from her she takes 25 points of bleeding damage at the start of her turn until combat ends.

Actions

Multiattack. Lolth makes four leg attacks.

Shoot Web. Lolth shoots a length of webbing in a line 10 ft. wide and high and 120 ft. long.Any creatures in this line must make a DC 19 Dexterity saving throw or be restrained by the webbing. A creature restrained by Lolth’s webbing at the beginning of its turn takes 49 psychic damage. Those restricted by the web cannot cast spells with somatic components. As an action, a restrained target can make a DC 20 Strength check, freeing itself from the webbing on a success. The webbing can also be attacked and destroyed (AC 18; hp 40; vulnerability to fire damage; immunity to bludgeoning and poison).

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 31 piercing damage and 40 poison damage and the target must make a DC 18 Constitution saving throw, suffering 2 levels of exhaustion and be paralyzed on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. This attack has advantage on grappled or restrained creatures.

Leg . Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 24 bludgeoning damage. On a 19 or 20 the target is restrained (Escape DC 19).

Wrap Into Cacoon. Lolth spins a web around a Huge or smaller creature she has grappled or restrained. That creature must make a Strength or Dexterity saving throw (target's choice, escape DC 18), becoming restrained and paralyzed for eternity in a cocoon on a fail, or they are restrained until the start of their next turn on a success.

Legendary Actions

Lolth can take 2 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. Lolth regains spent legendary actions at the start of her turn.

Bite. (Costs 2 Actions) Lolth makes a bite attack.

Shoot Web. (Costs 2 Actions) Lolth makes a Shoot web attack.

Detect. Lolth makes a Wisdom (Perception) check.

Grasp. Lolth attempts grapple with her under-arms.

Move Lolth moves up to her full speed.

Open Cacoons (only when connected to her web). Lolth opens 2d10 cacoons in the web. This releases that number of Ghasts. These Ghasts have 60 ft. climb speed and webwalk. They act on the lowest initative every turn.

Lair Occurrences.

Web Tenders If someone becomes restained in the webs by clumsily failing a dex check or if they become restrained by an Unyielding Web or Enweb that isn't connected to the network then the Tenders approach. On the second round of someone being trapped they arrive generally. On the third round of someone being trapped they start weaving them in. On the fourth they complete connecting them to the mind/neural network. They have the stats of gaint spiders but 60 ft. climb and walk speed. The web tenders can also inject digestive fluid into cacooned people. After 6 rounds with the injection counting as round one the subject will turn into mushy fluid that is a mix of spider fluid and huiman. This fluid cannot be reincarnated.

Priestesses of Lolth Can also come through the mist to push intruders into the pit and fight them.

Spectral Mists The mists around and in Lolth's Lair give disadvantage on perception checks and ranged attacks and limit visibility to 30 ft. They also give disadvantage on all wisdom checks. In addition to this, Lolth can cause the mists to form into whatever she wishes. She can only use the minds of her sacrifices to shape these Illusions while she is connected to her web. She can cause visaul and auditory illusions in the mists. These Illusions can have full fidelity and act at all times. Lolth can speak with the voice of any sacrifice or she can allow the sacrifice to move speak through the mouth of any other sacrifice.

Notes

She will kill the denizens of 3 cacoons when she kills Anri to throw off the scent and not waste minds. The three cacoons are about 85 feet below the lip. She has a psychic connection with the tenders?