Drow Matron MotherMedium humanoid (drow)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Lolth’s Fickle Favor. Once on its turn, the matron can bestow the Spider Queen’s blessing on one ally she can see within 5 meters of her. The ally takes 3 (1d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.
Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.
Spellcasting. The drow matron mother uses Divinity (Cha) to cast spells (spell save Difficulty 20, +12 to hit with spell attacks). It has 38 mana, a mana limit of 7, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: agonizing bargain, bane, command, confusion poison, darkness, detect evil and good, detect magic, detect poison, divine emissary, divine word, envenomed weapon, faerie fire, find steed, heal, hinder, levitate (self only), poison burst, protection from evil and good, protection from poison, putrefy food and drink, ray of sickness, sanctuary, shield of faith, silence, slowing poison, toxic fumes
2 mana: banishment, bestow curse, call animal (spiders only), clairvoyance, cloudkill, commune, death ward, detect thoughts, dispel magic, fiendish calling, freedom of movement, guardian of faith, hallow, halo of spores, harm, hurl through hell, insanity mist, insect plague, leathery wings, neutralize poison, noxious plume, paralytic poison, poison bane, restoration, spirit guardians, spiritual weapon, stinking cloud, web
5 mana: planar portal
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Demon Staff. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) psychic damage. In addition, the target must succeed on a Difficulty 20 Will saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Rod. Melee Weapon Attack: +10 to hit, reach 3 m. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a Difficulty 18 Fortitude saving throw or suffer the following effects for 1 minute: the target is staggered, its speed is halved, and it has disadvantage on Reflex saving throws. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Summon Servant (1/long rest). The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
Legendary Actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The drow matron mother regains spent legendary actions at the start of its turn.
Cast a Spell. The drow expends mana to cast a 1 or 2 mana spell. Doing so costs 1 legendary action per mana of the spell.
Compel Demon. An allied demon within 5 meters of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see.
Demon Staff. The drow makes one attack with her demon staff.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.