Roleplaying Notes
Lolth is malicious in her dealings, and coldly vicious in a fight. She enjoys causing death, destruction, and painful torture. Even more, Lolth enjoys corrupting elves and humans to her service. In drow form, her direct physical embrace can act as a Charm Person (save at -4) on a human or demi-human of either sex. She customarily leaves a poisonous spider to aid, guard, and keep watch on those who personally serve her and gives them any one magical item that she possesses or can seize. Lolth can appear kind, rendering aid to those that she fancies-but she really cares only for herself; her favor and aid can never be relied on.
Statistics
AL ce; WAL any evil (96% ce drow); AoC drow, spiders, evil and darkness; SY black spider with female drow head (head is alays at bottom of figure).
Strength: 21 |
Dexterity: 21 |
Constitution: 21 |
Intelligence: 21 |
Wisdom: 16 |
Charisma: 23 (3) |
Movement: 15 (1, Wb 9) |
Size M: 6 feet (L 12' dia.) |
Magic Resistance: 70% |
Armor Class: -2 (-4) |
Hit Dice: 16 |
Hit Points: 128 |
Number of attacks: 1 (2) |
THAC0: 5 |
Damage: By weapon +9 or spell (4-16 + poison + webs) |
Special Attacks/Defenses
In any form, Lolth's avatar can be struck only by magical weapons. She is immune to all poisons. Cold and electrical attacks do only half damage, but Lolth takes triple damage from holy water (each vial does 3d6+3 damage from a direct hit, and 6 points of damage from a splash). She can Heal herself thrice per day, at will (this prevents the use of spells or other spell-like abilities in the same round). She also has 120'-range infravision and 90'-range Telepathy. Lolth can always Summon Spiders (01-20%: 1d8+8 large spiders; 21-50%: 1d6+6 huge spiders; 51-90%: 2d4 giant spiders; 91-100%: 1d4 Phase Spiders) and Command Any Arachnid within 90' (consider this a spiders-only Charm Monster with no saving throw; intelligent beings who have magically assumed spider-form save at -5). She can use ESP on any drow within 60', one target per round (affecting drow only).
In spider form, Lolth can cast 30' long web strands from her abdominal spinnerets. These webs are equal in effects to a Web spell, and are covered with a flesh-corrosive secretion: 1-4 points of damage per round of contact (unless save vs. poison is made). Lolth can swivel her spinnerets to fire in all directions (except through her own body), and can cast 2 strands per round, as well as biting or using a spell-like power. Lolth's bite does 4-16 damage, and the victim must save vs. poison at -4 or die (after 1-2 rounds of twitching agony). In spider form, Lolth can use any of the following powers in a round, at will: Comprehend Languages, Confusion (creature looked at only; the victim need not meet Lolth's gaze to be affected, but gets a saving throw versus paralyzation to avoid the effects), Darkness 15' Radius, Dispel Magic, Dimension Door, Tongues, True Seeing, and twice per day use Phase Door and Read Magic.
In drow-spider form, Lolth can use the powers already given, plus (once per day): Clairvoyance, Change Self, Domination, Mind Blank and an effect equal to Evard's Black Tentacles. In all forms, Lolth can create drow armor for herself. She can also employ powers available to her in her drow-headed arachnid form, but not spell-like powers of her giant black widow form. She can use spells as a 16th level priestess or 14th level wizard.
- double damage (triple to giant-type creatures)
- immunity to breakage or other damage (automatic success of all item saving throws)
- the ability to strike first in any combat round
- a 4-point improvement in Armor Class
- a 3-level improvement in fighting ability ("phantom" hit points gained-all damage taken is subtracted from these points first; when phantom points disappear at the end of the turn, only access damage is actually suffered by the character)
Requirements
AB standard; AL ce; WP any; AR a; SP all, animal, charm*, combat, creation*, divination*, elemental, guardian, healing, necromantic, protection, summoning, weather*; PW 8) immunity to all spider venoms, 9) Spiderform (as spell; detailed later in this page); TU command.
Aims, Credo, and Ethos
- All drow who do not worship Lolth are to be converted or destroyed.
- All weak and rebellious drow are to be weeded out.
- All who impugn the faith must perish.
- Males who act independently of Lolth's dictates (and those of her priestesses) are to be sacrificed to Lolth.
- Those "faithful" whose loyalty is weak must be eliminated.
- Children are to be raised as loyal worshippers of Lolth-and let each family produce at least one priestess who will serve the Spider Queen better than her parents.
Such are the commands of Lolth-but te priestess who follows them blindly is on a slippery path leading to swift death. Success in the service of Lolth lies within those who are attentive to the ever-changing, often contradictory Will of Lolth.
Rituals
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Rituals to Lolth are customarily practiced in female-only company, in a sacred room or area. Rituals requiring extraordinary power of a public display may be celebrated in the open, and in mixed company. Lolth requires homage - submission in prayer, plus offerings - regularly from her priestesses. When Lolth's aid is required, sacrifices must be made. These sacrifices are traditionally faithful drow and/or captured foes, killed with a spider-shaped knife whose eight descending legs are blades (2d6 hp damage). In other cases, gems or other precious objects may be burned in braziers, as prayers of offerings are chanted. The most powerful rituals to Lolth defy detailed description, and are seldom seen by non-drow.
Lolth enters the Prime Material Plane only when it pleases her to do so. Otherwise, Lolth's servant Yochlol (fully described later in this page) are reached by means of ritual. Such contact rituals require the use of a brazier of burning oils, coals or incense - burned in a vessel fashioned of a valuable black material (such as onyx, obsidian, or a golden bowl whose interior is studded with black pearls). The flames provide material which the magic transforms into an interplanar Gate temporarily linking a certain layer of the Abyss with the Prime Material Plane. Through this link, the Yochlol appear, using flame material to fashion semblances of themselves.
If called with sufficient force, a Yochlol can emerge fully from its Gate. Lolth usually orders her handmaidens to remain in the Prime Material Plane only so long as the flames that brought them remain - the dying of the summoning flame then allows the Yochlol the safety of being sucked back into the Abyss. Yochlol who are summoned can keep the Gate that brought them open while they communicate with Lolth and others in the Abyss. (Such communication demands their full attention, causing their Prime Material forms to go momentarily "blankfaced" and unhearing.)
They can also send one creature of the Abyss into the Prime Material Plane, loose of all control and against the wishes of the summoner. This act causes the destruction of the Gate and the disappearance of the Yochlol. Such "sendings" are usually Myrlochar (monsters of the Abyss, described later in this page). In large, important rituals, priestesses of Lolth customarily use eight braziers, to provide additional flame material and in homage to Lolth (the flames represent her eight legs).
Customs, Rules, & Taboos
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Lolth's capricious nature makes rules few, and uncertainty great. Of course, questioning Lolth's motives or wisdom is a sin. Aiding non-drow against drow is a great sin, as is ignoring the Spider Queen's commands in favor of love (Lolth often tests her priestesses, by ordering the sacrifice of a favored male consort). There are male priests of Lolth, but the Spider Queen very rarely allows them to rise above 7th level of experience.
Drow who lose the favor of Lolth are always given a single chance-usually a dangerous or difficult mission, though Lolth may test certain individuals by setting no task at all, and observing what they do - to redeem themselves. Those who willingly fail are destroyed; Lolth commands other worsippers to do this (in turn, testing them). Those who fail through mischance or poor planning or execution are usualy transormed into Driders. (Described in Chapter 1, and under "Elf, Drow" in the Monstrous Manual Tome).
Lolth often plays favorites among her drow worshippers-but those who ride high one season are warned that Lolth can turn her dark face upon them without warning - and undoubtedly will, sometime soon.
Equipment, Garb, & Offerings
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When participating in rituals, priestesses of Lolth wear rbes (black, trimmed with dark red and purple - or, for lesser or novitiate priestesses, dark purple or red trimmed with black). Statuettes of the Spider Queen, usually worked of black stone, are present in all temple chambers. Marble and obsidian are favored materials for statuary and temple furniture. There are always large, ornately carved braziers, and at least one altar of black stone. Noble Houses have their own private temples, and every drow city has at least one large, open public octagon for large rituals, calls to war, and the like. Most cities also have a grand temple to the Spider Queen, used for training priestesses.
In every temple, despite large differences in size, opulence, and importance, certain constants apply. Inner chambers are reserved for the worship and business of Lolth, including most spell-casting. These chambers are always shrouded in darkness, except for the radiances involved in spellcasting and rituals. Antechambers are set aside for war-councils, and most businesses wherein priestesses meet with drow males and outsiders. Most temples have guardian spiders, often hiden, and occasionally magical in nature (such as Jade Spiders, detailed later in the "Drow Magical tems" section of this page). In the event of an attack, even the harmless sorts of spiders can be equipped with armor-sheathes that bear House defense runes. In the case of intelligent, charmed spiders, House Insignia with ative magic powers may be wielded. (These devices are also described in the section of this page dealing with magical items.)
Rituals to Lolth involve the burning of precious oils and incense, live offerings, and riches of all sorts, particularly gems. These are customarily placed in a bowl-shaped depression in a black altar (or burning brazier). These offerings are always consumed in the flames of Lolth at some point in the ritual. If Lolth is particularly displeased, or imposters are present, the black-and-red flames that leap from the braziers to consume the offerings may also arc to consume other valuables present, such as magical items, jewelry, and clothing. Typically, Lolth's flames do little more than humiliate a burned priesess, destroying her garments and dealing her 1d4 hp of damage, but an imposter or intruder receives a searing flame attack that does 6d6 damage (half is a save vs. spells a -2, succeeds). If this occurs, every priestess of Lolth present in the chamber receives a "free" Darkfire spell (detailed in the "Drow Spells" chapter) to wield, even if they are carrying a "full load" of spells or have other Darkfire spells memorized. The spell comes with the strong command to blast the interloper who would insult Lolth.
Specialty Magick
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Many spells developed by clergy of Lolth have passed into general use by the drow. A few remain the exclusive property of priestesses of Lolth. Two of the most common and important such spells are detailed here.
Spiderform
(Alteration, Necromancy)
Sphere:
Animal, Necromantic
Range:
Touch
Components:
V, S, M
Duration:
4 rds + 1 rd/level
Casting Time:
2 per target
Area of Effect:
One creature/level
Saving Throw:
None
This spell enables a priestess to turn one or more normal-sized mammals or arachnids into giant spiders (AC 4; MV 3, Wb 12 (can leap up to 6 horizontally, and 12 or more vertically, to pounce on prey); 4+4 HD; #AT 1; Dmg 1-8 (bite), akin to those described in the Monstrous Manual Tome). The bite of spiders created by this spel is not fatal; instead, the bite forces a save vs. spell, with failure resulting in the victim being stunned for one round, and slowed for the duration of this spell. If the particular spider causing the Slow is destroyed, the effect is immediately ended. Creatures to be transformed must be alive and relatively unharmed. Their umbers limit the number of giant spiders a high-level priest can create.
If a spider or other arachnid is transformed by this spell, they temporarily become a giant spider as described above, losing their natural poison and any web-spinning powers. They can readily navigate in existing webs (including the sticky strands of Web or Spellweb spells). If spellcasting is interrupted for any reason, or the "normal" creatures used already bear a magical dweomer (e.g. they are Polymorphed into their present form), the spell is ruined, but forces them into their "real" form. The caster of the Spiderform is stunned for 1 round. If this spell is used on any drow, and overcomes its magic resistance, the drow is temporarily transformed into a Drider under the caster's control (AC 3, MV 12, THAC0 13, 1 attack: bite for 1-4 plus save vs. poison at -2 or be paralyzed for 1-2 turns, retains own spells, hit points, and intellect).
This control is like a Charm, and lasts for 1 round per level of the caster. It is broken instantly if the drider is commanded to do anything contrary to its nature - that is, contrary to the known wishes of Lolth or its superiors, and anything clearly fatal to the drider. Transformation to and from the drider-form takes 1 round, during which time the drider can take no action, and occurs at spell expiry or upon command of the caster. The affected drow usually (unless Lolth desires otherwise) remembers nothing of its time and actions as a drider. The material component of this spell is a spider of any type small enough to be held in the caster's hand. It is crushed during the spellcasting (hence normal, tiny arachnids are customarily used), and vanishes.
Zin-Carla
(Necromancy)
Sphere:
Necromantic
Range:
Touch
Components:
V, S, M
Duration:
Varies
Casting Time:
4 rounds
Area of Effect:
One Creature
Saving Throw:
Special
This spell is "the highest gift of Lolth," granted rarely even to favored drow. It is a special form of Animate Dead, that enables the caster to create a special sort of zombie known as a Spirit-Wraith. Imbued with the skills (hit points, armor class, and THAC0) it had in life, this creature is telepathically linked to - and controlled by - the caster of this spell, usually a drow matron mother. This spell may not be instantaneously granted, or may be denied entirely, at Lolth's Will. It is granted only for the completion of specific tasks, and these may never be purely to work revenge or bring harm on other drow. Failure in the task brings on the disfavor of Lolth.
Zin-Carla involves the forcible return of a departed soul or spirit to its body. Only through willpower and exacting, sleepless control of the caster are the undead being's desired skills kept separate from unwanted memories and emotions. The duration of the spell is limited by the needs of the task, the patience of Lolth, and the mental limits of the caster - for a total loss of control usually means failure. So long as that control is maintained, the Spirit-Wraith cannot tire or be distracted from its task. It does not feel pain or disability, and will continue to function as long as it remains mobile. A Spirit-Wraith cannot be made to cast spells without losing control over its mind entirely, but can fully use combat and craft-skills possessed in life. If control is lost, the wraith becomes a revenant, driven by hatred and the memory of its violation at the hands of the spellcaster. Uncontrolled Spirit-Wraiths do not stop until the Zin-Carla caster is destroyed.
A Spirit-Wraith driven to do something against its old nature has a chance of breaking free of its control (treat as a Charm spell, with the same saving throw as in life). For example, one cannot successfully use this undead to destroy a being that it loved in life. Spell-like natural powers (such a Levitation ability of drow) are retained and can be used by the undead. The Spirit-Wraith can use its former experience and memories, as much as allowed by the linked caster. Both the zombie and the caster are immune to the effects of spells that attack the mind, and similar spell-like powers (such as the mental blast of a Mind Flayer). It knows wariness, anger, glee, hatred, frustration, and triumph, but not fear. It cannot be controlled by the spells and priestly powers normally used to command encountered undead - and control of it cannot thereby be wrested away from the caster of the Zin-Carla.
Spirit-Wraiths do not breathe, but can speak (if allowed to do so by their controller). They can utter command and activation words, and the controlling caster can speak through them directly, but spell incantations will have no effect if uttered by the undead. To stop a Spirit-Wraith, it must be physically destroyed - if it is still able to even crawl, it will do so tirelessly, searching for a way to complete its task. The material components of this spell are the corpse to be animated, and a treasured object that belonged to the person to be controlled. If the corpse is badly decomposed or not whole, other spells (such as Nulathoes Ninemen) and magical unguents will also be required, to restore it to whole, supple condition. Wizards and other powerful creatures (such as Mind Flayers, Aboleth, or Cloakers) who raid or despoil drow cities can expect to face either a full-scale attack - or a Spirit-Wraith or two.
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Drow Magical Items
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Jade Spider
Drow city gates, and the entrances to drow temples, vaults, and the dwellings of rich nobles and powerful wizards, are often guarded by gigantic spider statues (usually in an enclosed area between two sets of doors). These animated stone constructs are known as "Jade Spiders" because their sharp-tipped mandibles and saw-edged legs are studded with a particual sort of magically treated jade. Umber Hulks are nauseated and repelled by the presence of this substance, which is corrosive to their scaly hides (double normal damage, per contact). and do not willngly approach jade spiders within 60', or try to win past them - the Hulks almost always retreat to hunt elsewhere. Jade Spiders are typically AC 5, MV 10, HD 6+6, 54 hp (when created, they always have a full 8 hp/die); #AT 3; Dmg 3-12 x 2 (legs)/2-8 (mandibles/bite); THAC0 15. They appear as smoothly scuplted, fluidly-moving stone statues, usually about 15' high.
Jade Spiders are fearless, unthinking guardians, who will carry out their assigned orders (e.g. "let no one pass without this badge or that insignia pass, unless in the presence of a being displaying the proper symbol") in the face of certain destruction. They make all saving throws as their creator would (i.e., a 16th or higher level wizard). Many drow know the secrets of jade spider construction, but drow communities take care to keep this and other magical secrets well-hidden. Only the most aged, infirm wizards are taught all the details; they and their written records typically stay inside their wizardly academies and inner House chambers until death or lichdom comes. It is known that the spells Animate Object, Enchant and Item, Geas, Permanancy, Stone Shape, and Wish are involved, as well as certain types of stone. Most jade spiders are given a set of commands to follow, but it is rumored that spells and devices exist that allow individuals dircet control over certain jade spiders in battle.
XP Value: 10,000; Suggested GP Value: 65,000.
Whip of Fangs
Evil priests are the only beings able to employ these horrific weapons. In drow communities, only priestesses are allowed to possess and use them. These belt whips have adamantite handles, but their tendrils are living snake-heads, 2-5 in number. The whips, once enchanted, are attuned to a specific individual and may only be used by another being after another attunement ritual has been performed (otherwise, they attack anyone except their attuned wielder who touches them!). The ritual of attunement requires the consent of Lolth, and priestesses consider such whips personal gifts from her, believing they will cease to function, or even turn on their wielder , if they are used in an act against the will of the Spider Queen. Forbidden acts usually include using a whip agains a matron mother or other ruling priestess.
Living serpents are required in the making of these weapons; they become enchanted extensions of the will of the wielder, hissing, coiling, writhing, and reaching in response to the thoughts of their wielder. The whip of an angry priestess can knot about her belt, and menace the beings she is angry with, without her ever touching it. The whip's tendrils are from 1 to 3 feet in length. Each is AC 8, has 2 HD, and attacks (THAC0 14) for 2d4 hp of damage. The serpent-heads have no poison effects, but their long fangs bite deep, leaving scars abd injecting waves of magic that both numb and shoot waves of muscle-knotting pain through the victim. Angry drow priestesses typically use these whips indiscriminately on slaves, servants, pupils, male relatives, and casual acquaintances. Injured heads regenerate 2 hp/day; slain heads cannot be healed.
XP Value: 1,000; Suggested GP Value: 1,000 plus 500 per living head.
