Matron Mother Eclavdra Eilserv | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Vault of the Drow, Homebrew

Matron Mother Eclavdra Eilserv CR: 20 (25,000 XP)

Medium humanoid (elf), chaotic evil
Armor Class: 19 (drowwrought half plate)
Hit Points: 363 ( 33d8+99 )
Speed: 30 ft


12 +1


18 +4


16 +3


17 +3


21 +5


22 +6

Saving Throws: CON 1d20+9 , WIS 1d20+11 , CHA 1d20+12
Skills: Insight d20+11 , Perception d20+11 , Religion d20+9 , Stealth d20+10
Condition Immunities: Charmed, Frightened, Poisoned
Senses: darkvision 120 ft., passive Perception 21
Languages: Elvish (Drow), Undercommon
Challenge Rating: 20 (25,000 XP)

Ælf-Adal. The drow are a nightmare race, as much a dream of Lolth as a physical creature. They are a mix of fey beauty, grace, surrealness, nightmare and madness. Allies of Eclavdra within 30 feet of her gain a +5 bonus to attack and damage rolls inspired by both her comeliness and presence on the battlefield. When any other hostile creature starts its turn within 30 feet of her, that creature must succeed on a DC 17 Wisdom saving throw or take 11 ( 2d10 ) psychic damage.   Action Recovery. Whenever Eclavdra ends her turn, any condition of her choice ends.   Fey Ancestry. Eclavdra has advantage on saving throws against being charmed, and magic can’t put her to sleep.   Sunlight Sensitivity. While in sunlight, Eclavdra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Tentacle Lash. Eclavdra uses Chaotic Smite (if available) and then makes three Tentacle Rod attacks.   Tentacle Rod. Melee Weapon Attack: 1d20+10 to hit, reach 15 ft., one creature. Hit: 7 ( 3d8+15 ) bludgeoning damage plus 14 ( 4d6 ) elemental damage (determined randomly - acid, cold, fire, poison (earth), thunder, or lightning), and the target is slowed (As the spell slow, DC 19 WIS save ends). In addition, the target cannot benefit from immunity or resistance to the energy type used in this attack for the next 1 minute. Finally, the target has a class ability sealed. Ask the PC to roll a die equal to their level (for example a d12 for a level 12 character). Cross reference this number with the class table, a random class ability of that level is lost until the next long rest.   Chaotic Smite (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 19 Dexterity saving throw, taking 14 ( 4d6 ) elemental damage (determined randomly - acid, cold, fire, poison (earth), thunder, or lightning) and 14 ( 4d6 ) necrotic damage on a failed save, or half as much damage on a successful one.   Spellcasting. Eclavdra casts one of the following spells, requiring no material components and using Charisma as her spellcasting ability ( 1d20+12 spell attack, spell save DC 20). She has an unlimited use of each spell, however, she must beat the DC or the spell is lost until she takes a long rest:

  • At will: command, dancing lights, detect magic, thaumaturgy
  • DC 11: banishment, blade barrier, cure wounds, hold person, plane shift, silence
  • DC 12: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestion
  • DC 15: greater restoration
  • DC 16: harm, heal
  • DC 17: divine word
  • DC 18: antimagic field
  • DC 19: mass heal
Bonus Actions
Summon Elemental (1/Day). Eclavdra magically summons a CR 10 elemental of her choosing (or two CR 5 elementals or some combination between). This elemental is always chaotic evil. The summoned elemental appears in an unoccupied space within 60 feet of Eclavdra, acts as an ally of her. It remains for 10 minutes, until it or Eclavdra dies, or until its Eclavdra dismisses it as an action. Any elemental summoned via this ability gains the Hardened trait, which grants the elemental advantage on any saving throw against a spell or similar effect that would force it to return to its plane. Depending on the situation, she typically summons two accumulators.   BITTEN THREAD (EEG Domain, 1/day, as part of a melee attack). The giantess tentacle rod rips and tears at your soul. Bits of your spirit come out in bloody chunks. Take normal damage, plus age 1d4 years plus now in 1d10 * 1% Experience Point debt. Your next Experience Points gained go to repairing the wound in your soul. Your Experience Points do not go down; the next experience gained is lost. A CHA save halves the damage/effect.   ORGAN REVOLT (EEG Domain, 1/day). The giantess stares at your torso, whistles, hoots and claps as if encouraging a workers’ brawl. Your organs lose their sense of wholeness and, believing themselves trapped in a cage of flesh, fight to leave. Roll all your Hit Dice. Ignore any Constitution bonuses or penalties (the total Hit Dice of your character, usually equal to your level). If the total is over your current hit points, take the difference as damage. If the amount of damage you take is higher than your highest-rolled individual Hit Die, then an organ has burst out of you and escaped. Thankfully this is almost always one of the less vital, truculent, working-class organs like the spleen or liver; you will not immediately die, but you will need to catch that organ and shove it back up in yourself.   SPIRIT ANIMAL SONG (EEG Domain, 1/day). Eclavdra whistles. A spider representing your spirit animal crawls up out of your throat. This is a small animal with your Wisdom as its Armour, Hit Dice equal to yours and hit points equal to its Hit Dice. You also suffer any harm or effect suffered by the animal. If it dies, your soul is gone. Your existence now ends with your death. To divinely aware agents or individuals, you will look like a robot or a construct, an empty thing walking around. No more divine healing. Clerics lose all abilities. The giantess will attempt to catch and eat your soul. She can do this with a successful melee attack against the spirit animal. The target can do the same to regain its spirit-animal soul.   OXYGEN NOTE (EEG Domain, 1/day). A gabble-hum of tongue clicks and bad noise. This only works on simple gases (they lack character), and only for a moment. A point of fire incarnates in the air, following the voice’s address point. Like an invisible baton. Fire swing fantasia note. If this happens inside you, you are now a briefly active involuntary flamethrower and take 36 fire damage (no save) and begin suffocating until you receive 36 points of magical healing.   ON YOUR KNEES! (EEG Domain, 1/day, as part of a melee attack). The target falls prone and cannot stand up (DC19 CHA saving throw at the end of the target's turn ends the condition).   INSIDIOUS OFFER (EEG Domain, 1/day). In the name of the Elemental Eye, Eclavdra whispers an offer to a creature she has line of sight on. The target chooses to become dominated (as the relevant spell) or take ( 12d6 ) psychic damage instead.


Vindictive. As a reaction to being attacked, Eclavdra may - randomly - use any power tagged as "EEG Domain" even if it has already been used for the day.

Legendary Actions

Eclavdra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn. Eclavdra may use her Speed if it allows her to use one of her legednary actions.

  • Compel Elemental. An allied elemental within 30 feet of Eclavdra uses its Reaction to make one attack against a target of Eclavdra’s choice that she can see. The elemental may move up to its speed to do this.
  • Tentacle Staff. Eclavdra makes one Tentacle Rod attack.
  • Cast a Spell. Eclavdra uses Spellcasting.
  • Kneel! Each creature she can see and of her choosing that can hear her must make a WIS saving throw or spend its next action kneeling and unable to do any other action.  Mechnically, if needed, the target gains the Prone condition for all other intents and purposes.

Lair Actions

On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can’t take the same lair action two rounds in a row:   Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her.   Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Telekinetic Throw. The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a DC 19 Strength saving throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.

The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.   Any temple of Lolth also functions as a matron mother’s lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.

Eclavdra is a powerful, exceptionally beautiful drow priestess of Elder Elemental Eye; Eclavdra is known for her cruelty and complex scheming, and her total lack of compassion. She eliminates rivals before they can become threats. Eclavdra is depicted as incredibly beautiful, with jet-black skin, violet eyes, perfect breasts, and silvery or snow-white hair. However, she is as evil as she is beautiful.

Suggested Environments

Underdark, Temple of Elemental Evil

Created by


Statblock Type