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Svartalfar, Drow: The Dark Elves of the Underdark

Drow
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Drow are strikingly beautiful yet haunting, with skin tones that range from deep obsidian to bluish-black, contrasting sharply with their stark white or silver hair. Their facial features are elegantly refined, with high cheekbones and sharp, pointed ears characteristic of their elven heritage. Drow eyes are particularly captivating, often glowing with vibrant shades of red, violet, or blue, giving them an otherworldly appearance. They typically dress in dark, form-fitting clothing adorned with intricate designs, often reflecting their allegiance to the Spider Queen, Lolth. Armor, when worn, is usually made of dark materials that enhance their stealth and agility.

Behavior:
Drow are known for their cunning and treachery. They are highly intelligent and often engage in elaborate schemes to outmaneuver one another, reflecting a culture steeped in intrigue and betrayal. Loyalty is rare, and alliances are frequently temporary, often dissolving at a moment’s notice when it serves an individual’s interests. Drow tend to be proud and confident, often viewing themselves as superior to other races, particularly surface dwellers. Their behavior can vary significantly based on their upbringing—some may embrace the cruelty typical of their society, while others, like Drizzt Do’Urden, may reject these norms and strive for goodness.

Habitat:
Drow inhabit the Underdark, a vast and labyrinthine network of caves and tunnels deep beneath the surface world. Their cities, such as the infamous Menzoberranzan, are marvels of dark architecture, featuring towering spires, deep chasms, and bioluminescent fungi that illuminate the darkness. The environment is perilous, filled with monstrous creatures and rival factions. Drow are adept at navigating this treacherous landscape, using their surroundings to their advantage in both combat and evasion.

Modus Operandi:
Drow are skilled infiltrators and ambushers, using their innate abilities such as darkness and invisibility to strike swiftly and without warning. They prefer to attack from the shadows, utilizing their superior agility and stealth to outmaneuver opponents. They often employ psychological warfare, creating fear and distrust among their enemies. In their societal structure, power plays and betrayal are commonplace; the strongest typically rise through manipulation and deceit rather than brute strength.

Motivation:
The primary motivation for most Drow is power—be it through political influence, magical prowess, or combat superiority. Many are driven by a deep-seated desire to prove themselves within their cutthroat society, aiming to rise above their peers and secure their place within the ranks of the elite. Additionally, a devotion to Lolth compels many Drow to engage in acts of cruelty and domination, believing it will earn them favor in the eyes of their goddess. However, individual motivations can vary greatly, with some Drow seeking redemption, freedom, or a chance to change the narrative of their people.


  • Drow Ranger 5e
  • Drow Mage 5e
  • Drow Noble 5e
  • Drow Priestess 5e
  • Dark Elf 3.5
Drow Ranger
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Medium humanoid (elf), neutral evil


Armor Class 15 (Leather Armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft., climb 30 ft.


STRDEXCONINTWISCHA
12 (+1)20 (+5)14 (+2)13 (+1)16 (+3)12 (+1)

Saving Throws Dex +9, Wis +7
Skills Stealth +13, Perception +7, Nature +5, Survival +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages Elvish, Undercommon, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3


Traits

  • Fey Ancestry: The Drow Ranger has advantage on saving throws against being charmed, and magic can’t put them to sleep.
  • Drow Magic: The Drow Ranger can cast the following spells, requiring no material components. It is a spellcaster of 10th level (spell save DC 15). The Drow Ranger has the following spells prepared:
    • Cantrips (at will): Dancing Lights, Minor Illusion, Thorn Whip
    • 1st level (4 slots): Disguise Self, Hunter’s Mark
    • 2nd level (3 slots): Darkness, Misty Step
    • 3rd level (3 slots): Fear, Plant Growth
    • 4th level (3 slots): Greater Invisibility, Conjure Woodland Beings
  • Cunning Action: On each of its turns, the Drow Ranger can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

  • Multiattack: The Drow Ranger makes three attacks with its Longbow or Rapier.
  • Longbow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target.
    Hit: 10 (1d8 + 6) piercing damage. If the target is within 30 feet of the Drow Ranger, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Rapier: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

  • Uncanny Dodge: When an attacker that the Drow Ranger can see hits it with an attack, it can use its reaction to halve the damage.

Tactics and Combat Behavior

  • Ambush Expert: The Drow Ranger prefers to ambush its targets from the shadows, utilizing its Stealth skill to remain undetected until the opportune moment to strike. It can use the Darkness spell to create an area of obscured vision, allowing it to hide and gain advantage on attacks.
  • Terrain Manipulation: With the Plant Growth spell, the Drow Ranger can manipulate the battlefield, creating difficult terrain to hinder enemy movement while aiding its own escape routes.
  • Hit-and-Run Style: Using Cunning Action, the Drow Ranger will often strike with its longbow from a distance, then use the Dash action to reposition or hide, making it difficult for enemies to retaliate.
  • Poison Mastery: With its Rapier, the Drow Ranger delivers potent poison, maximizing damage and hindering enemy capabilities through the poisoned condition.
  • Spell Utilization: The Drow Ranger uses Greater Invisibility to become undetectable, allowing for surprise attacks or strategic retreats while avoiding damage.

Environment

The Drow Ranger thrives in dark, wooded areas or subterranean locations, utilizing their innate abilities and environmental features to their advantage. Whether in the depths of the Underdark or the shadowy recesses of a forest, they navigate their terrain with unmatched grace and stealth.

Drow
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The svartalfar (or “black elves”) reside in the underground world of Svartalfheim. The underground of Midgard, though not as far down as Helheim

Drow, often referred to as dark elves, svartalfar (or “black elves”) are a sinister and malevolent subrace of elves that dwell deep within the lightless caverns of the Underdark. Known for their dark beauty, cruel cunning, and ruthless nature, they are feared and reviled by surface dwellers and Underdark denizens alike. With skin the color of polished obsidian and hair like woven moonlight, the drow possess an otherworldly, eerie elegance that belies their treacherous hearts.

Drow society is a matriarchal theocracy devoted to the worship of the spider goddess Lolth, who embodies their lust for power, cruelty, and deceit. The drow live in vast, labyrinthine cities carved from stone, where the noble houses wage endless wars of intrigue and assassination, vying for dominance in Lolth’s favor. Their cities are filled with dark magic and forbidden rituals, and their ranks are filled with deadly warriors, powerful spellcasters, and sadistic priestesses who weave the webs of power with venomous precision.

Ever plotting, drow emerge from the darkness to raid the surface world, spreading terror and destruction before slipping back into the abyssal depths. To face a drow is to face a creature of shadow and malice, whose every smile hides a dagger, and whose every gesture speaks of betrayal.

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 2, Urban Arcana, 1E Monster Manual 1, 1E Fiend Folio, Plot and Poison, Monstrous Manual, Races of Faerun, Introduction to AD&D


Svartalfar 1st-Level Warrior
Size/TypeMedium Humanoid (Elf)
Hit Dice1d8 (4 hp)
Initiative+1
Speed30 ft. (6 squares)
Armor
Class
16 (+1 Dexterity, +4 chain shirt, +1 light shield), touch 11, flat-footed 15
Base Attack/Grapple+1/+2
Attacklongsword rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)
Full Attackrapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)
Space/Reach5 ft./5 ft.
Special Attacksspell-like abilities
Special QualitiesDrow traits, Spell Resistance 12
SavesFort +2, Ref +1, Will -1*
AbilitiesStrength 13, Dexterity 13, Constitution 10, Intelligence 12, Wisdom 9, Charisma 10
SkillsHide +0, Listen +2, Search +4, Spot +3
FeatsWeapon Focus (rapier)
EnvironmentUnderground
OrganizationSquad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)
Challenge Rating1
TreasureStandard
AlignmentUsually Chaotic neutral
AdvancementBy character class
Level Adjustment+2

Svartalfar usually coat their arrows with a potent venom

Poison (Ex) : An opponent hit by a Svartalfar’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for  2d4 hours. A typical Svartalfar carries 1d4-1 doses of Svartalfar knockout poison. Svartalfar typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, Svartalfar and other elves are susceptible to it.

Svartalfar Characters

  • Svartalfar Traits (Ex): These traits are in addition to the high elf traits, except where noted.
  • +2 Dexterity, +2 Intelligence, +2 Charisma.
  • Darkvision out to 120 feet. This trait replaces the high elf’s Low-Light Vision.
  • Spell Resistance equal to 11 + class levels.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Spell-Like Abilities Svartalfar can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Weapon Proficiency A Svartalfar is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
  • Automatic Languages Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Favored Class Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
  • Level adjustment +2
  • The Svartalfar warrior presented here had the following ability scores before racial adjustments: Strength 13, Dexterity 11, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8.

Challenge Rating

Svartalfar with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1

Drow Mage
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Medium humanoid (elf), neutral evil


Armor Class 14 (Mage Armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)20 (+5)12 (+1)15 (+2)

Saving Throws Int +9, Wis +5
Skills Arcana +9, History +9, Insight +5, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 13
Languages Elvish, Undercommon, Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4


Traits

  • Fey Ancestry: The Drow Mage has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Drow Magic: The Drow Mage can cast the following spells, requiring no material components. It is a spellcaster of 10th level (spell save DC 17). The Drow Mage has the following spells prepared:
    • Cantrips (at will): Dancing Lights, Minor Illusion, Prestidigitation, Poison Spray
    • 1st level (4 slots): Disguise Self, Magic Missile, Shield
    • 2nd level (3 slots): Darkness, Misty Step, Suggestion
    • 3rd level (3 slots): Counterspell, Fear
    • 4th level (3 slots): Greater Invisibility, Dimension Door
    • 5th level (2 slots): Cloudkill, Dominate Person
  • Spellcasting: The Drow Mage can cast Mage Armor on itself, increasing its AC to 14. It uses a spellcasting focus to cast its spells.

Actions

  • Multiattack: The Drow Mage makes two attacks with its Eldritch Blast.
  • Eldritch Blast: Ranged Spell Attack: +9 to hit, range 120 ft., one target.
    Hit: 14 (2d10 + 4) force damage.
  • Darkness Sphere: The Drow Mage can create a Darkness spell (as a 2nd-level spell) centered on itself. This area lasts for 10 minutes and heavily obscures the area, allowing the Drow Mage to hide or escape.

Reactions

  • Uncanny Dodge: When an attacker that the Drow Mage can see hits it with an attack, it can use its reaction to halve the damage.
  • Spell Reaction: When targeted by a spell attack, the Drow Mage can use its reaction to cast Shield, adding +5 to its AC until the start of its next turn.

Tactics and Combat Behavior

  • Ambush and Control: The Drow Mage prefers to ambush enemies using the environment to its advantage. It will often cast Darkness to obscure its position while directing allies or minions to engage foes.
  • Spell Management: Utilizing spells like Counterspell and Shield, the Drow Mage will focus on controlling the battlefield and protecting itself from threats. It may cast Greater Invisibility to avoid detection and maximize its spellcasting capabilities.
  • Manipulation: The Drow Mage employs spells like Dominate Person and Suggestion to turn enemies against each other, creating chaos on the battlefield and weakening their defenses.
  • Escape Tactics: If threatened, the Drow Mage can utilize spells like Dimension Door or Misty Step to reposition itself or retreat to safety, allowing it to re-engage from a more favorable location.
  • Environmental Advantage: The Drow Mage will use its knowledge of the Underdark to set traps or ambushes, drawing enemies into perilous situations that exploit the surroundings.

Environment

The Drow Mage thrives in dark, subterranean areas where it can use its darkvision and spells to manipulate shadows. They may be found in grand, ornate chambers adorned with bioluminescent fungi and intricate stonework, or within hidden alcoves of the Underdark, preparing dark rituals and plotting schemes against surface dwellers and rival houses.

Svartalfar, Drow: The Dark Elves of the Underdark
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Medium humanoid (elf), lawful evil


Armor Class 17 (Elven Chain)
Hit Points 130 (20d8 + 40)
Speed 30 ft.


STRDEXCONINTWISCHA
12 (+1)18 (+4)14 (+2)16 (+3)15 (+2)20 (+5)

Saving Throws Dex +9, Wis +7, Cha +10
Skills Deception +10, Insight +7, Perception +7, Persuasion +10, Stealth +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 17
Languages Elvish, Undercommon, Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4


Traits

  • Fey Ancestry: The Drow Noble has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Drow Magic: The Drow Noble is a spellcaster of 14th level (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:
    • Cantrips (at will): Dancing Lights, Minor Illusion, Thaumaturgy, Toll the Dead
    • 1st level (4 slots): Charm Person, Detect Magic, Disguise Self
    • 2nd level (3 slots): Hold Person, Misty Step
    • 3rd level (3 slots): Counterspell, Fear
    • 4th level (3 slots): Greater Invisibility, Phantasmal Killer
    • 5th level (2 slots): Dominate Person, Cloudkill
    • 6th level (1 slot): Mass Suggestion
    • 7th level (1 slot): Teleport
  • Sunlight Sensitivity: While in sunlight, the Drow Noble has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

  • Multiattack: The Drow Noble makes three attacks with its Venomous Rapier or casts two cantrips.
  • Venomous Rapier: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 11 (1d8 + 7) piercing damage plus 13 (3d8) poison damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Darkfire Blast: Ranged Spell Attack: +10 to hit, range 90 ft., one target.
    Hit: 18 (4d6 + 4) necrotic damage. The Drow Noble can choose to target up to three creatures within 10 feet of the initial target, splitting the damage evenly among them.
  • Summon Drider (1/Day): The Drow Noble can summon a Drider ally to aid in combat. The Drider appears within 60 feet of the Drow Noble and remains for up to 1 hour, fighting alongside the Drow or until it is dismissed as a bonus action.

Reactions

  • Evasive Grace: When a creature makes a melee attack against the Drow Noble and misses, the Drow Noble can use its reaction to move up to half its speed without provoking opportunity attacks.
  • Shadow Step: If the Drow Noble is targeted by a ranged attack or spell, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see within the darkness.

Legendary Actions

The Drow Noble can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Drow Noble regains spent legendary actions at the start of its turn.

  • Cast a Spell (Costs 2 Actions): The Drow Noble casts a spell of 3rd level or lower from its spell list.
  • Shadow Strike: The Drow Noble makes one Venomous Rapier attack.
  • Command Minions: The Drow Noble chooses up to three allied creatures it can see within 60 feet. Each creature can use its reaction to make one weapon attack.

Tactics and Combat Behavior

  • Master Manipulator: The Drow Noble excels at manipulating the battlefield and exploiting weaknesses. It uses Mass Suggestion or Dominate Person to turn enemies against each other, creating chaos and confusion among its foes.
  • Spell Combos: The Drow Noble will often cast Greater Invisibility at the start of combat, using its Shadow Step to avoid damage and strike from unexpected positions. It will then use Phantasmal Killer to frighten enemies and Cloudkill to corral them into vulnerable positions.
  • Summon and Conquer: The Drow Noble might summon a Drider or lesser Drow allies as meat shields and distractions while it picks off enemies from the safety of shadows.
  • Divide and Isolate: Using spells like Hold Person, Fear, and Charm Person, the Drow Noble isolates threats and focuses on eliminating them one by one. Against groups, it uses Cloudkill to separate and weaken enemies before moving in for the kill.
  • Retreat and Revenge: If the battle turns against it, the Drow Noble will use Teleport or Misty Step to escape, plotting to return and exact vengeance with carefully orchestrated strikes.

Environment

Drow Nobles are often found in the heart of their underground domains—grand, gothic citadels adorned with dark elven motifs, glowing fungi, and enchanted tapestries. They surround themselves with lesser Drow, magical defenses, and deadly traps. In combat, they are almost never alone, using their allies as shields and pawns while they unleash their magical might.

Drow Priestess

Medium humanoid (elf), chaotic evil


Armor Class 16 (Scale Mail, Shield)
Hit Points 136 (21d8 + 42)
Speed 30 ft.


STRDEXCONINTWISCHA
12 (+1)16 (+3)14 (+2)14 (+2)20 (+5)18 (+4)

Saving Throws Wis +9, Cha +8
Skills Deception +8, Insight +9, Perception +9, Religion +6, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages Elvish, Undercommon, Abyssal
Challenge 12 (8,400 XP)
Proficiency Bonus +4


Traits

  • Fey Ancestry: The Drow Priestess has advantage on saving throws against being charmed, and magic can’t put her to sleep.
  • Lolth’s Blessing: The Drow Priestess can see through magical darkness. Additionally, her weapon attacks are considered magical for the purpose of overcoming resistances.
  • Sunlight Sensitivity: While in sunlight, the Drow Priestess has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Spellcasting: The Drow Priestess is a 14th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following spells prepared:
    • Cantrips (at will): Dancing Lights, Thaumaturgy, Toll the Dead
    • 1st level (4 slots): Command, Inflict Wounds, Shield of Faith
    • 2nd level (3 slots): Hold Person, Silence
    • 3rd level (3 slots): Bestow Curse, Spirit Guardians
    • 4th level (3 slots): Banishment, Phantasmal Killer
    • 5th level (2 slots): Insect Plague, Flame Strike
    • 6th level (1 slot): Harm
    • 7th level (1 slot): Divine Word

Actions

  • Multiattack: The Drow Priestess makes three attacks with her Tentacle Rod or casts one spell.
  • Tentacle Rod: Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
    Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Summon Swarm (Recharge 5–6): The Drow Priestess calls upon Lolth’s blessing to summon a swarm of spiders. A 10-foot-radius area within 60 feet of her is filled with thousands of venomous spiders, which last for 1 minute. Creatures within the area when the swarm appears must make a DC 17 Dexterity saving throw, taking 22 (5d8) poison damage on a failed save or half as much on a success. The area is difficult terrain and heavily obscured for the duration.

Bonus Actions

  • Dark Step: The Drow Priestess can teleport up to 30 feet to an unoccupied space she can see within magical darkness. She can use this ability even if she is within an area of magical darkness herself.
  • Divine Wrath (1/Day): The Drow Priestess calls upon Lolth’s wrath, gaining resistance to all damage and advantage on all attack rolls for 1 minute. While in this state, each time she hits a creature with a melee attack, the target must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn.

Reactions

  • Unholy Rebuke: When the Drow Priestess is hit by a melee attack, she can use her reaction to deal 11 (2d10) necrotic damage to the attacker and push them 10 feet away.

Legendary Actions

The Drow Priestess can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Drow Priestess regains spent legendary actions at the start of her turn.

  • Cast a Cantrip: The Drow Priestess casts one of her cantrips.
  • Dreadful Gaze: One creature within 30 feet that the Drow Priestess can see must succeed on a DC 17 Wisdom saving throw or be paralyzed until the end of its next turn.
  • Command Minions: The Drow Priestess targets up to three allied creatures within 60 feet that can hear her. Each creature can use its reaction to make one weapon attack.

Tactics and Combat Behavior

  • Commanding the Battlefield: The Drow Priestess uses her spells to control the battlefield and keep enemies at a distance. Early in combat, she casts Spirit Guardians and moves through the battlefield, forcing enemies to take damage when approaching her. She uses Banishment to remove powerful threats temporarily and Hold Person to lock down melee combatants.
  • Divide and Conquer: She will summon swarms of spiders to create zones of danger and use Silence to cut off enemy spellcasters. Her Dark Step ability allows her to teleport within areas of magical darkness, making her exceptionally difficult to pin down.
  • Protective Magic: Using Shield of Faith and Flame Strike, she bolsters her own defenses and delivers devastating strikes when she has advantage. Her Divine Wrath ability, activated when cornered, makes her a near-unstoppable force, turning her into a relentless threat.
  • Fear Tactics: The Drow Priestess uses Phantasmal Killer and Dreadful Gaze to paralyze or frighten enemies, keeping them from getting close. Her Unholy Rebuke punishes attackers who dare engage her directly.
  • Retreat and Revenge: If the battle turns against her, the Drow Priestess can use Dark Step to disappear into magical darkness, then escape or reposition to unleash more spells. She is never truly cornered, always one step ahead, and will regroup to strike again with renewed ferocity.

Environment

The Drow Priestess is often found in the deepest, most sacred temples dedicated to Lolth, deep within the Underdark. Her sanctums are filled with twisted statues of the Spider Queen, bioluminescent fungi casting eerie purple light, and webs spun by Lolth-blessed spiders. The walls are adorned with dark carvings and runes of sacrificial rites, and the air is thick with the scent of blood, incense, and poison.

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