Drow Matron

Drow Matron
Level 22 (+8)
"I have granted you my favor as I have my other daughters, because you have proven yourself worthy. Should that change, there are a thousand crawling spiders beneath you willing to take your place. You serve me, and only me. Carry out my will as I have told you, and you may yet keep your seat."
——Lessons commonly taught to a Drow Matron
A Drow Matron is the most feared figure in Drow Society, second only to Lilith herself. Every Drow Matron rules a Noble House, and while all are powerful, only the most powerful are allowed to sit on the ruling council, a placement earned only through the dismantling of a weaker house that once held a position above them. The higher up the hierarchy of this ruling elite one goes, the more powerful the Matron. At a glance, they would appear no different from a Drow High Priestess, but any who would not take a moment to recognize the inner strength of a Drow Matron will soon be doomed to life as a malformed servant robbed of all free will in service to Lilith, if they were fortunate. The Drow Matron is extremely powerful in her faith, seductive to all but the purest hearted individuals, and rules with unquestionable strength. They wear impossibly rich and beautiful clothing extolling the virtues of their goddess, with thin and masterfully crafted chain mail underneath, never vulnerable to possible usurpers. Still more terrifying is the powerfully enchanted Snake Headed scourge that all Matrons are gifted with, an animated weapon that both attacks and defends her while she works her heinous divine energies. It is perhaps known better to Drow as an implement of torture, however, as it is the most notorious disciplinary method favored by Matron’s rearing their “children”.
Awareness
25
Senses
Darkvision
Initiative
26/1d6
Max HP
744
Resilience: +2
Healing Value: 148
Morale
7
Defenses
AC
28/34
Touch
21
Fort
20
Reflex
23
Will
26
Resistances: MR (1d8+6). Immune to Poisons/Toxins.
Vulnerabilities:
Defensive Actions
Defensive Scourge
Interruptive Action
When the matron is attacked with a Melee or Touch attack, she can make an opposed attack roll (+21 vs triggering attack) to atempt to Deflect the triggering attack. (Basic)
Attributes / Saving Throws
STR
12 / 20
DEX
13 / 21
CON
11 / 19
INT
16 / 27
WIS
16 / 27
CHA
17 / 28
Saving Throw Modifiers: +12 vs Sleep & Charm
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Fly (Hover) 50ft / 3
Sprint 60ft / 3
At-Will
+21 vs AC (Crit 8%/9)
Animate Snake Headed Scourge [Opportunity, Grapple]
5d6+3 Caustic damage (ArN 1)
REC 3, Reach 15ft
On a hit, the target is Sickened [SE, ST 4d10 vs CON].
1d8+1 Bludgeoning damage
Grapple +12
Special Actions
Web of Darkness
Automatic Action
Targets up to three creatures within 100ft, +16 vs Reflex. On a hit , the target is Restrained and suffering ongoing 20 Vile damage every 10 segments [SE Both, ST 4d10 vs STR]. If the Matron is fighting 6 or more creatures, this power targets an additional creature. (Advanced)
Animate Scourge
Immediate Action
The Scourge flies up to 50ft, making an attack on one creature within range, before returning to the Matron's side. (Basic)
Drow High Priestess Abilities
On each turn, roll 1d10 to determine the actions available to the High Priestess. She can utilize powers and augments up to Divine Rank 8, has an Devotion of +16, and a Divine Might of 3.

Any result, choose one of the following:
Basic Attack: Make a Melee or Ranged Basic Attack (Basic)
Decay [CT 2, REC 2] (Basic, Pot 1d4+12, MR Yes)
Darkness [REC 3]: Cause an object to radiate darkness out to 20 ft, causing bright light to become dim and dim light to become completely dark. Creatures within the area of dim light have Partial Concealment, while those in complete darkness have Superior Concealment. (Basic, Pot 1d4+12, MR No)
Destruction [CT 4, REC 3, Limit 1/combat] (Ultimate, Pot 2d8+12, MR Yes)

3 or more, choose one of the following:
Chaos Hammer [CT 4, REC 1] (Basic, Pot 1d4+12, MR Yes)
Scare [CT 2, REC 2] (Basic, Pot 1d4+12, MR Yes)
Ray of Darkness [CT 2, REC 3] (Basic, Pot 1d4+12, MR Yes)
Summon Beblith [CT 4, REC 2, Limit 1/combat]: The Matron summons 1d4+1 Bebilith. (Legendary, Pot 1d12+12, MR No)
Discern Lies [CT 2, REC 2] (Advanced, Pot 1d8+12, MR No)

5 or more, choose one of the following:
Waves of Pain [CT 3, REC 3, Mind-Affecting]: Targets all creatures in 60ft cone, +16 vs Will. On a hit, the target suffers 1 Morale Damage and is subject to Pain (3) for 1d4 rounds. On a miss, the target is subject to Pain (1) for 1 round. (Advanced, Pot 1d8+12, MR Yes)
Madness Unleashed (Advanced, Pot 1d12+12, MR Yes)
Poison [CT 1, REC 4] (Advanced, Pot 1d8+12, MR No)
Soul Leech [CT 2, REC 3, Dur 10 rnds] (Advanced, Pot 1d8+12, MR No)
Sickening Breath [CT 1, REC 3] (Advanced, Pot 1d8+12, MR Yes)
Mass Inflict Wounds [CT 3, REC 2] (Advanced, Pot 1d8+12, MR Yes)
Freedom of Movement [CT 1, REC 3] (Advanced, Pot 1d8+12, MR Yes)

7 or more, choose one of the following:
Poison Cloud [CT 3, REC 2, 1d4+1 rnds, Poison]: The Matron creates a 50ft diameter cloud of noxious gas within 200ft (20ft high). Every round a creature is in contact with the cloud, it's subject to an attack, +16 vs Fortitude. On a hit, the target suffers Necrotic damage equal to its Healing Value or 30 points (whichever is greater). On a miss, deal half damage. If the target is reduced to 0 hp while within the cloud (or enters the cloud while at 0 hp), the target is Marked for Death [SE, ST 5d10 vs CON]. If the target does not save within 20 segments, the target dies. Targets cannot save from the Marked for Death effect while within the cloud. Each round the cloud automatically drifts 10ft (moving away from the Matron) (Legendary, Pot 1d12+12, MR No)
Harm [CT 3. REC 2] (Legendary, Pot 1d12+12, MR Yes)
Heat Theft [CT 3, REC 2] (Legendary, Pot 1d12+12, MR Yes)
Overland Movement
30 mi/day
Qualities
  • Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
  • Sunlight Sensitivity: When first exposed to Sunlight (or similarly bright light), te Drow is Blinded for 10 segments. Thereafter, the Drow suffers a -2 penalty to attacks and defenses and a -5 penalty to Spot checks and Awareness.
  • Magic Resistance: 1d4 + [Mental Rank]. At 11th level, this increases to 1d6 + [Mental Rank]. At 21st level, it increases to 1d8 + [Mental Rank]. (inc)
  • Elven Kin: Gain a +4 racial bonus to Balance checks and a racial bonus to saving throws vs. Sleep and Charm effects equal to twice their Mental Rank [STB 2x[Mental Rank]]. (inc)
  • Strength of Mind: +2 racial bonus to Will (inc)
  • Drow Weaponry: Drow weapons and armor are enchanted to give bonuses to Attack or AC, but this magic will only function for someone of Drow race. In other hands, the weapons are considered to be of Masterwork quality. Additionally, when a drow weapon is exposed to direct sunlight, it quickly degrades and immediately loses its magical properties.
Skills: Rank 1 Balance [+2], Rank 1 Climb [-3], Rank 1 Jump [-2], Rank 2 Search [+6], Rank 6 Stealth [+9], Rank 5 Listen [+12], Rank 6 Spot [+14], Rank 7 Alchemy [+16], Rank 2 First Aid [+6], Rank 4 Herbalism [+10], Rank 2 Orienteering [+6], Rank 8 Ritual Casting [+18], Rank 3 Survival [+7], Rank 4 Eldritch Arts [+11], Rank 9 Religious Arts [+21], Rank 3 Charm [+9], Rank 7 Coercion [+14], Rank 5 Deception [+13], Rank 6 Manipulation [+15], Rank 7 Persuasion [+16], Rank 2 Aloofness [+7], Rank 4 Bravery [+10], Rank 6 Intuition [+14], Rank 7 Suspicion [+16]
Feats: Great Morale [2], Fast Initiative [2], Improved Attack [2], Improved Potency [2]
Philosophies: Rank 6 Mental, Rank 3 Physical, Rank 8 Divine
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Chainmail (+3/+3), Snake Headed Scourge (magical)
Social
Languages: Undercommon, Common, Elven
Composure: 26
Charm
+9
Coercion
+14
Deception
+13
Manipulation
+15
Persuasion
+16
Aloofness
+7
Bravery
+10
Intuition
+14
Tolerance
+3
Suspicion
+16
Prejudices:
  • Above World Creatures: Hate 1, Doubt 1
  • Elves: Hate 2
Motives: