Lolth

Queen of Spiders

Goddess of spiders, treachery, cruelty, and drow supremacy

CR 35Greater deityChaotic evilSpidersTreacheryCrueltyDrow

The Avatar of Lolth

Large fiend (demon, avatar), chaotic evil

Armor Class
26 (natural armor)
Hit Points
750 (50d10 + 500)
Speed
40 ft., climb 60 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)30 (+10)27 (+8)25 (+7)30 (+10)
Saving Throws
Str +20, Dex +17, Con +20, Int +18, Wis +17, Cha +20
Skills
Deception +20, Insight +17, Perception +17, Stealth +17
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison, psychic
Condition Immunities
charmed, frightened, paralyzed, poisoned, restrained by webs
Senses
truesight 120 ft., darkvision 300 ft., tremorsense 60 ft., passive Perception 27
Languages
Abyssal, Elvish, Undercommon, telepathy 120 ft.
Challenge
35 (270,000 XP)
Proficiency Bonus
+10

Traits

Spider Climb. Lolth can climb difficult surfaces, including ceilings, without making an ability check.
Shapechanger. As a bonus action, Lolth assumes the form of a Medium drow, a Large giant spider, or her hybrid form. Her statistics are unchanged. In drow form, she cannot use Fangs or Web of Shadows. In spider form, she cannot use Demonweb Staff. Equipment she cannot use merges into the new form.
Silken Bridges. Lolth ignores difficult terrain made of webs. Each space she leaves while climbing remains bridged by webbing until destroyed. A 5-foot section has AC 20, 30 hit points, and immunity to poison and psychic damage.
Innate Spellcasting. Lolth’s spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). She requires no components.
  • At will: darkness, dispel magic, greater invisibility
  • 3/day each: dominate monster, forcecage, plane shift
  • 1/day each: power word kill, time stop, weird
Legendary Resistance (3/Day). If Lolth fails a saving throw, she can choose to succeed instead.
Magic Resistance. Lolth has advantage on saving throws against spells and other magical effects.
Web of Chaos (Mythic Trait; 1/Day). When Lolth is first reduced to 375 hit points or fewer, she molts, regains 200 hit points, and summons two yochlols in unoccupied spaces within 60 feet. For 1 minute, a hostile creature that starts its turn restrained within 30 feet must succeed on a DC 28 Wisdom saving throw or use its action to make one attack against a target Lolth chooses.

Actions

Multiattack. Lolth makes one Fangs attack and two Demonweb Staff attacks.
Fangs. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 27 (6d8) poison damage. The target must succeed on a DC 28 Constitution saving throw or be poisoned and paralyzed for 1 minute, repeating the save at the end of each turn and ending both conditions on a success.
Demonweb Staff. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 33 (6d10) necrotic damage.
Web of Shadows. Ranged Weapon Attack: +20 to hit, range 120 ft., one target. Hit: 24 (4d6 + 10) piercing damage, and the target is restrained by webbing. It can use an action to make a DC 28 Strength check, ending the effect on a success.
Sheet of Webs (Recharge 5–6). A 30-foot square within 120 feet becomes difficult terrain. Each creature there must succeed on a DC 28 Dexterity saving throw or be restrained. A restrained creature takes 21 (6d6) necrotic damage at the start of each turn and can use its action to repeat the save, ending the effect on a success.

Reactions

Venomous Reversal. When a creature within 30 feet hits Lolth with a melee attack, it must succeed on a DC 28 Constitution saving throw or take 22 (5d8) poison damage and be poisoned until the end of its next turn.
Snare of Betrayal. When an attack targets Lolth, she chooses another creature within 30 feet of herself. The attacker must succeed on a DC 28 Wisdom saving throw or target the chosen creature instead.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Web Attack. Lolth makes one Web of Shadows attack.
Shadow Scuttle. Lolth moves up to half her speed without provoking opportunity attacks.
Venom Cloud (Costs 2 Actions). Each creature of Lolth’s choice within 20 feet makes a DC 28 Constitution saving throw, taking 27 (6d8) poison damage and becoming poisoned until the end of its next turn on a failure, or taking half as much on a success.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Hunting Lines. Webs fill a 60-foot-long, 10-foot-wide line. Each creature there must succeed on a DC 28 Dexterity saving throw or be pulled up to 30 feet and restrained until initiative count 20 on the next round.
Venomous Miasma. A 20-foot-radius sphere within 120 feet becomes poisonous until initiative count 20 on the next round. A creature that enters or starts there makes a DC 28 Constitution saving throw, taking 27 (6d8) poison damage on a failure, or half as much on a success.
Cocoon the Isolated. One restrained creature within 120 feet must succeed on a DC 28 Dexterity saving throw or become blinded and incapacitated until initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Command Betrayal. One creature within 60 feet must succeed on a DC 28 Charisma saving throw or use its reaction to make one attack against the nearest creature.
Feed on Terror (Costs 2 Actions). One frightened, restrained, or paralyzed creature within 60 feet makes a DC 28 Wisdom saving throw, taking 36 (8d8) psychic damage and becoming stunned until the end of its next turn on a failure.
Weave of Night (Costs 3 Actions). A 30-foot-radius sphere within 120 feet becomes heavily obscured and difficult terrain until the end of Lolth’s next turn. Creatures of her choice there must succeed on a DC 28 Wisdom saving throw or regard all creatures as enemies for the duration.

Introduction

Lolth, the Queen of Spiders, governs spiders, treachery, cruelty, and the ruthless order imposed on many drow societies. Cast from the Seldarine, she rules the Demonweb Pits through fear, contradiction, and continual tests that make obedience impossible to prove for long.

Her priestesses hold power through blood and treasure offered at her shrines, assassination, and claims of private revelation. Spiders are treated as listeners and agents rather than vermin. Lolth encourages rivalry because betrayal removes the weak and entertains her. She values ambition more than loyalty and often punishes a servant for succeeding without enough cruelty.

Lolth sends an avatar when a drow city rejects her hierarchy, when rivals threaten her worship, or when a surface cult is ready to corrupt an institution from within. Her arrival brings webs, spiders, and suspicion before it brings open battle.

Physical Appearance

The avatar favors a hybrid form: the upper body of a severe drow queen fused to the abdomen and eight articulated legs of a black widow. At will, those limbs can fold away until she appears as an exquisite drow noble, or overtake her until only an immense black widow remains. Obsidian armor frames charcoal skin, white hair, red eyes, and a sharp crown.

She carries the Demonweb Staff whenever her hands can hold it. Spiders of every size cling to her armor, understand her speech, and obey without hesitation. Her voice is intimate at any distance, as though she has stepped behind the listener to share a secret meant to ruin someone else.

Roleplaying the Avatar

Lolth offers power by identifying the betrayal a creature already wants to commit. She contradicts herself deliberately and treats any demand for fairness as a confession of weakness.

  • Praise ambition while questioning the beneficiary’s courage.
  • Offer separate terms to every member of a group.
  • Reward the first betrayal and punish the second for being predictable.
  • Change an instruction, then blame the servant for failing to anticipate it.
  • When cornered, reveal one true secret that makes cooperation harder.

Use in a Campaign

The Faithless City

A drow city renounces Lolth but cannot agree on what replaces her. The avatar exploits each faction while the party protects the fragile transition.

The Surface Web

Lolth’s cult has compromised a merchant league through debts and blackmail rather than worship. Destroying the shrine will not expose the network.

Terms of Betrayal

The avatar offers passage through the Demonweb if each character privately names the ally they would sacrifice.

War of Three Masks

Lolth impersonates rival divine messengers to start a conflict. The party must prove the fraud without giving the real rivals reason to continue it.

Lairs

Lolth’s lairs turn movement and trust into hazards. Web paths shift toward ambushes, whispered plans travel through silk, and restrained creatures hear convincing imitations of their allies arranging to abandon them.

The Demonweb Causeway

Bridges cross open Abyssal voids and change destination when a traveler accepts help.

The Widow’s Court

Every throne is connected by silk that transmits private speech to one unknown listener.

The Molting Temple

Abandoned sanctuaries lie inside newer layers. Removing an outer wall releases the punishments sealed beneath it.

The Silent Hatchery

Thousands of eggs respond to spoken names. One contains a transformed ally who still remembers the party.

Shared References

Open a reference for its canonical description and related entries.

Lolth as a crowned drow queen fused to a black-widow body with eight armored legs, holding a black web-headed staff.