Lolth (Demon Queen of Spiders) (CR 57)
Large Outsider (Chaotic and Evil)
Alignment: Always chaotic evil
Initiative: +13 (+9 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +62, and Spot +62
Languages: Telepathy 100 ft.
AC: 48 (-1 size, +9 Dex, +30 natural), touch 18, flat-footed 39
Hit Dice: 46d8+540 (746 hp); DR: 30/magic and good
Fort +37, Ref +34, Will +38
Speed: 50 ft., climb 30 ft.
Space: 10 ft./5 ft.
Base Attack +46; Grapple +46
Attack: Bite +59 melee
Full Attack: Bite +59 melee
Damage: Bite 1d8+19 and poison
Special Attacks/Actions: Spell-like abilities, spells, web, poison, summon demons, summon spiders
Abilities: Str 36, Dex 28, Con 34, Int 32, Wis 36, Cha 40
Special Qualities: SR 32, susceptibility to holy water, demon qualities
Feats: Alertness; Blind-fight; Cleave; Combat Casting; Dodge; Empower Spell; Great Cleave; Improved Initiative; Maximize Spell; Mobility; Power Attack; Weapon Focus (bite)
Skills: Bluff +61, Climb +67, Concentration +58, Diplomacy +61, Disguise +50, Escape Artist +44, Gather Information +56, Hide +46, Intimidate +60, Jump +60, Knowledge (arcana) +58, Knowledge (planes) +58, Knowledge (religion) +58, Listen +62, Move Silently +54, Search +51, Sense Motive +52, Spellcraft +57, and Spot +62
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe
Treasure: Double standard
Spell-Like Abilities: At will -- blasphemy, confusion, deeper darkness, desecrate, detect good, detect law, dispel magic, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight; 3/day -- heal (self only) and shapechange; 1/day -- word of chaos. These abilities are as the spells cast by a 20th-level sorcerer (save DC 25 + spell level).
Spells: Lolth casts arcane spells as a 20th-level sorcerer (save DC 25 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). She has access to the domains of Chaos, Evil, Destruction, and Trickery.
Web (Ex): Lolth can shoot webs from her abdomen at a range of 30 feet. This attack resembles the web spell with the following exceptions: the webs are permanent, non-magical, and cannot be dispelled. The DC for evading or breaking free from the webs is 45, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round). In addition, the webs are coated with an acidic poison that deals 1d6 points of damage per round of contact.
Poison (Ex): Bite, Fortitude save (DC 45); initial damage 3d6 temporary Constitution, secondary damage 3d6 temporary Constitution.
Summon Demons (Sp): Three times per day Lolth can automatically summon 1d4 vrocks or hezrous, or 1d3 glabrezus.
Summon Spiders (Sp): Three times per day Lolth can automatically summon 2d4 Medium-size, 1d6 Large, 1d4 Huge, or 1d2 phase spiders.
Susceptibility to Holy Water (Ex): Lolth is especially vulnerable to holy water, taking 3d6 points of damage from a direct hit, and 3 points of damage from a splash.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20
Telepathy (Su): Lolth can communicate with any creature within 100 feet that has a language.
Lolth first appeared in D3 Vault of the Drow (Gary Gygax, 1980).
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).