Lolth, Queen of Spiders.
Last update: 5 mar 2001

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Lolth
(The Spider Queen, Queen of Spiders, Demon Queen of Spiders, Demon Queen of the Abyss, Queen of the Demonweb Pits, Weaver of Chaos, the Hunted the Mother of Lusts, Dark Mother of All Drow, Lady of Spiders)

Intermediate Power of the Abyss, CE PORTFOLIO: Spiders, evil, darkness, chaos, assassins, the drow race ALIASES: Araushnee, Lloth (Menzoberranzan and Uluitur), Megwandir, Moander, Zinzerena DOMAIN NAME: 66th level/Lolth's Web (the Demonweb Pits) SUPERIOR: None ALLIES: Loviatar, Malar, Selvetarm FOES: Deep Duerra, Eilistraee, Ghaunadaur, Gruumsh Ibrandul (dead), Kiaran.satee, Laduguer, Moander (dead), the Seldarine, Vhaeraun, Blibdoolpoolp, the Blood Queen, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, Ilxendren, Laogzed, Maanzecorian (dead), Psilofyr SYMBOL: Black spider with female drow head (at bottom of figure) or black cloak and short sword (Zinzerena aspect) WOR. ALIGN.: LN, N, CN, LE, NE, CE Lolth (LOLTH) is the goddess of the drow race and drow society. She is responsible for the nature, customs, laws, and survival of most drow commu-nities. The Spider Queen maintains her absolute rule over drow cities by means of her clergy, who tirelessly seek out and destroy all traces of dissent, disobedience, rival faiths, or sacrilege and w ruthlessly enforce the Way of Lolth. The Spider Queen foments unending chaos in drow society and sets the drow eternally at war with each other both for her own amuse-ment and to prevent complacency, runaway pride from asserting itself, or the rise of other faiths. Lolth is also venerated by chitines, a small spiderlike race that are castoffs of the drow. As Araushnee, Lolth was once a lesser power of the Seldarine and the consort of Corellon Larethian. She was the patron of artisans, the goddess of elven destiny, and-later, by Corellon's decree-the keeper of those elves who shared her darkly beautiful features. The Weaver of Destiny bore Corel-lon twin godlings-Vhaeraun and Eilistraee-before she turned against her lover and betrayed him. First she aided Gruumsh One-Eye, chief among the orcish gods, in one of his perennial battles with the Creator of the Elves, and then she set Malar on the trail of the weakened Corellon after observing the Beastlord defeat Herne on Faerun. When these plots failed as a result of Corellon's skill at arms and Sehanine's interference, Araushnee raised a host of hostile powers-the anti-Seldarine-to assault Arvandor. Despite the treachery of Araushnee, and to a lesser extent, Vhaeraun, the assault failed and the perfidy of Corellon's consort and son were revealed. By order of the Council of the Seldarine, Araushnee was transformed into a spider-shaped tanar'ri and banished to the Abyss. As an Abyssal Lord, Araushnee assumed the name Lolth and conquered a considerable portion of that foul plane, driving off Ghaunadaur and subjugating Kiaransalee in the process. The Spider Queen then turned her attentions toward corrupting the mortal children of the Seldarine and reclaiming her divinity. Lolth's attentions were drawn once again to Abeir-Toril by the intrusion of the moon elven heroine Kethryllia Amarillis into her domain, and the Spider Queen immediately began to cultivate followers among the most cruel and corrupt of Corellon's children in Faerun. In the centuries that followed, Lolth made great inroads among the warlike Ilythiiri, who had long since spread across the South conquering their kin- folk under the careful guidance of Vhaeraun, and to a lesser extent, Ghau- nadaur. Lolth's machinations among the elves culminated in the Crown Wars, and eventually, the descent of the drow into the Underdark, but by that time she had enmeshed most of the dark-skinned Ilythiiri, now drow, in her webs and engendered the death of countless elves and the destruction of much of elven civilization in Faerun. In the centuries since the Crown Wars, Lolth's followers have continued to spread throughout the Underdark, from Dusklyngh to T'lindhet and from Guallidurth to now-fallen V'elddrinnsshar. While other powers contest her rule, the Spider Queen's dominion over the dark elves continues to expand, albeit more slowly than before. Lolth's followers have been occupied with the conquest of the Underdark and the destruction of the faerie elves of the surface, and the Spider Queen has never ceased in her efforts to destroy the elven sanctuary of Evermeet. Since the Time of Troubles, Lolth has assumed additional aspects as two of her many stratagems to increase the ranks of her faithful and thus her own personal power. In the drow city of Menzoberranzan, in the Underdark beneath the North where Lolth-or Lloth, as she is known there-appeared during the Time of Troubles, the Spider Queen has allowed rumors to spread of a new demipower of chaos and assassins, Zinzerena the Hunted. While Zinzer-ena was once a legendary drow assassin and later an emerging demipower of a world other than Abeir-Toril, the Spider Queen recently slew Zinzerena-or at least banished her influence from the Realms-and assumed her aspect as a test to see if additional divine aspects increased or decreased the total (albeit fragmented) divine power available. In the Lands of Light, Lolth has long found that the deeply imbued racial antipathy of the surface elves toward the Spider Queen interferes with her attempts to seduce otherwise eminently corruptible individuals. With the death of Moander, always a more comprehensible (and tempting) force of evil to the nature-loving surface elves than the Spider Queen, Lolth has assumed the Darkbringer's aspect and portfolio of rotting death, decay, and corruption and revived its cult in a bid to add elven, half-elven, and human worshipers to the ranks of her faithful. Although the Spider Queen detests all the members of the Seldarine, Lolth reserves her deepest hatred for her former lover, Corellon Larethian, who banished her to the Abyss and named her tanar'ri. The Spider Queen particularly loathes Sehanine Moonbow, long her rival, for her part in foiling Lolth's bid to replace Corellon as head of the Seldarine. The Spider Queen has also vowed vengeance against Fenmarel Mestarine, who spurned her after initially falling to her seductions. Lolth is a cruel, capricious goddess, thought by many to be insane. She delights in setting her worshipers at each other's throats, so that the strongest, most devious and most cruel survive to serve her. Lolth roams the Realms often, appearing in answer to the rituals of drow priests, and working whatever harm she can to the enemies of drow. (During the Time of Troubles, Lolth appeared in the northern city of Menzoberranzan for a short period of time.) The Spider Queen secretly wants to be worshiped by humans and elves of other races on the surface Realms, and sometimes journeys among their communities, whispering of the power Lolth can bring. Lolth is malicious in her dealings and coldly vicious in a fight. She enjoys both personally dealing and causing death, destruction, and painful torture. Even more, Lolth enjoys corrupting elves and humans to her service. Lolth can be kind and render aid to those she fancies-but she really cares only for herself; her favor and aid can never be relied on. The Spider Queen enjoys the company of and can converse with spiders of all sorts. Lolth's Avatar (Cleric 33, Mage 31, Fighter 20) Lolth can appear as a giant black widow spider with crimson eyes, or she can change into the form of a human-sized, exquisitely beautiful female drow. In this form she often clothes herself entirely in clinging spiders, but sometimes wearing drow chain mail styled into artful dresses or tunics. She can also combine the two forms, appearing as a giant spider with a coldly beautiful female drow head. This is the form in which she is usually found in the Abyss, and it is thought to be her true form. Lolth can call on any sphere or school of magic for her spells. AC -2 (drow) or -4 (spider); MV 15 (drow) or 9, Wb 24 (spider); HP 210; THAC0 1; #AT 1 or 3/1 (drow) or 3 (spider/drow) or 3 (spider) Dmg 1d1O+9 (fist, +9 STR) or by drow weapon type (+3 drow weapon bonus, +9 STR) (drow); ld4+special (webs) and 4d4+poison (bite) (spider/drow); or 1d4+special (webs) and 4d4+poison (spider) MR 70%; SZ M (6 feet tall-drow) or L (12 feet diameter-spider) STR 21,DEX 21,CoN 21,INT 21,WiS l7,CHA 23 (3 in spiderform) Spells P: 12/12/11/10/9/9/9, W: 7/7/7/7/7/7/7/7/7 Saves PPDM 2, RSW 3, PP 4, BW 4, Sp 4 Special Att/Def: Statistics for Lolth's spider and combined spider/drow form are nearly identical. Changing from drow form to either spider or spider/drow form (or the reverse) takes an entire round, during which Lolth can take no other action, is AC 0, and cannot use any spell-like powers. Changing from spider form to spider/drow form (or the reverse) is instantaneous. When summoned to the Realms, Lolth likes to roam the Underdark, basking in the terrified worship of drow. She customarily takes any magical items they offer to her (or that strike her fancy). When encountered, she typically has ld4 such items, of the DM's choice. She can employ these in any form, regardless of class limitations. When she employs a weapon or weapons in combat (she can fight two-handed when she desires at no penalty), they are drow weapons of +3 enchantment of variable type. Lolth can cast her priest and wizard spells only in drow form and can then cast two spells in any round in which she forgos her physical attack, rather than the normal one spell/one physical attack sequence combat capabilities of avatars. In addition, Lolth can (in any form) use any one of the following spell-like powers in a round at will: charm arachnid (a spiders-only charm monster with no saving throw; intelligent beings who have magically assumed spider form receive saving throws vs. spell at a -5 penalty), comprehend languages, confusion (creature looked at only-the victim need not meet Lolth's gaze to be affected but gets a saving throw vs. paralyzation to avoid the effects), darkness 15' radius, dispel magic, dimension door, ESP (drow only, one target per round), summon spiders (01-20%: ld8+8 large spiders; 21-50%: ld6+6 huge spiders; 51-90%: 2d4 giant spiders; 91-00%: ld4 phase spiders), tongues, and true seeing. Lolth can use the following spell-like powers once per day: change self, clairvoyance, domination, mind blank, and Evard's black tentacles. The Spider Queen can also cast phase door and read magic twice per day and heal three times per day as spell-like abilities. When in drow form, Lolth's direct physical embrace, if she wishes, can act as a charm person (with a -4 penalty to saving throws vs. spell) on a human or demihuman of either sex. She customarily leaves a poisonous spider to aid, guard, and keep watch on someone who serves her, and gives them any one magical item that she possesses or can seize. In spider or spider/drow form, Lolth can cast up to 30-foot-long web strands from her abdominal spinnerets. These webs are equal in effect to a web spell and are covered with a flesh-corrosive secretion that inflicts 1d4 points of damage per round of contact unless a successful a saving throw vs. poison is rolled. 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 4d4 points of damage; the victim must succeed at a saving throw vs. poison at -4 or die in 1d2 rounds of in twitching agony. Lolth can only be struck by +2 or better magical weapons. She is immune to all poisons. Cold and electrical attacks do only half damage, bur Lolth suffers extra damage from holy water. (Each vial does 3d6+3 points of damage from a direct hit and 6 points of damage from a splash.) She has 120-foot infravision and 90-foot-range telepathy. She is not harmed or discomfited by light. Other Manifestations Lolth rarely aids her worshipers directly, preferring to watch and enjoy their sufferings and struggles. If she wants someone to know that she is watching, Lolth causes a smirking pair of sensuous lips to appear on any spider present. The spider is always outlined in a flickering purple faerie fire. If no spider is present, Lolth creates a smiling, spider-shaped shadow of giant size. More rarely, Lolth acts directly. In such cases, her power may be seen as a flickering black, mauve-edged radiance around a person or object temporarily imbued with her power. The Spider Queen's power typically gives one or both of the following aids to affected things: double damage (triple to giant-type creatures) or immunity to breakage or other damage (automatic success on all item saving throws). It also gives any or all of the following aids to affected beings for 1 turn: the ability to strike first in any combat round, a +4 bonus to Armor Class, and a three-level improvement in fighting ability. (For this lasts, phantom hit points are gained and all damage inflicted is subtracted from these points first; when the phantom points disappear at the end of the turn, only any excess damage is actually suffered by the character.) Lolth's laughter-soft, cruel feminine chuckling-is often heard by drow who have lost her favor or who have gone mad. It is also heard by foes of the drow, especially when beings of these sorts are alone and/or fleeing in the endless caverns and passages of the Underdark. Beings of less than 2 Hit Dice flee uncontrollably, as if affected by a fear spell, until they die, are knocked unconscious, or can hear her laughter no more. The Church CLERGY: Clerics, crusaders, specialty priests CLERGY'S ALIGN.: CN, LE, NE, CE TURN UNDEAD: C: No, Cru: No, SP: No CMND. UNDEAD: C: No, Cru: No, SP: Yes Lolth typically acts through the appearance of yochlol, the handmaidens of Lolth, or myrlochar, the soul spiders. She also acts through the appearance or presence of abyss ants, aranea, bebiliths, brambles (petty faeries), cildabrin, darkweavers, deep dragons, driders, fallen and corrupted eladrin, ettercaps, greelox, kalin, living webs, pedipalpi (large, huge, and giant varieties), quasits, retrievers, shadowdrakes, solifugids (large, huge, and giant varieties), spiders (brain, hairy, large, hook, huge, gargantuan, giant, phase, sword, vortex, watch and wraith varieties), spiderstone golems, tanar'n, red widows, wall walkers, webbirds, and werespiders. Lolth has never been known to employ steeders as minions, and their use as steeds by the duergar hints at an ancient pact between Lolth and Laduguer. The Spider Queen shows her favor through the discovery of arachnids encased in amber, black sapphires, datchas, and webstone, and her displeasure by causing items of value (usually gems) to shatter into eight pieces of roughly equal size. All clerics (including fighter/clerics), crusaders, and specialty priests of Lolth receive religion (drow), religion (elven), reading/writing (drowic), and ancient languages (high drow) as bonus nonweapon proficiencies. Members of Lolth's clergy always gain access to the spells faerie fire and continual faerie fire (detailed in Prayers from the Faithful). Members of Lolth's clergy must be drow or chitines, although little is known about the latter, even among the dark elves themselves. The Spider Queen is the subject of terrifying legend among most surface dwellers and seen as virtually synonymous with the greatly feared drow. In the Underdark, she is a well-known evil, hated for the cruel power of her priests by dwarves, svirfneblin, and other races. Few elves are even willing to discuss their deep-dwelling kin, let alone the dark goddess who is blamed in large part for their depravity and for leading them into evil. Only the dark elven priests of Eilistraee are even willing to discuss the Spider Queen, and their fury at her enslavement of their kin exceeds even that of the other elven subraces. Lolth is hated and feared even by her most devout priests; they venerate her for the power she provides, not out of any sense of affection or loyalty or principles. Dark elves who venerate other evil gods as well all male drow who pay her homage revile both the Spider Queen and her priests for the power they possess, not that they would not seize such power for themselves if they could. Noble Houses have their own private temples, and every drow city has at least one large, open public gathering-area for large rituals, calls to war, and the like. Most cities also have a grand temple to the Spider Queen, used for training priests. 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 spellcasting. These chambers are always shrouded in darkness, except for the radiances involved in spellcasting and rituals. Antechambers are set aside for warcouncils, and most business wherein priests meet with drow males and outsiders. Most temples have guardian creatures, often hidden, and occasionally magical in nature (such as jade spiders). These usually include spiders of all sorts. In the event of an attack, even the harmless sorts of spiders can be equipped with armor-sheaths, strapped to their backs, that bear House defense runes-or even, in the case of intelligent, charmed spi-ders, house insignia with active magic powers may be wielded. 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 (with spider shapes) braziers, and at least one altar of black stone. Titles used by Lolthite priests vary widely from city to city but are strictly enforced within their respective domains. As an example, in Guallidurth, deep beneath Calimshan, Lolth's clergy are known collectively as Yom'y-athrins. In ascending order, the hierarchy of titles for the Temple City of Lolth include Noamutha, Khalessa, Kyorla, Alura, Quartha, Talintha, Elamshina, and Xundusa. High-ranking priests of the Spider Queen are collectively known as yathtallars. If they rule a noble house they are known as Ilharess (Matron Mother), but otherwise they are titled Streea'Valsharess (Black Widow). Specialty priests are known as arachnes. The clergy of Lolth includes dark elves (94%) and chitines (6%). Of the dark elves, 96% are female; there are male priests of Lolth (4%), but the Spider Queen very rarely allows them to rise above 7th level of experience. Lolth's clergy includes spe-cialty priests (40%), clerics (30%), fighter/clerics (20%), and crusaders (10%), although the relative fractions of each vary from city to city. Dogma: Fear is as strong as steel, while love and respect are soft, useless feelings that none can lean on. All drow who do not worship Lolth must be converted or destroyed. All weak and rebellious drow must be weeded out. All who impugn the faith must perish. Males or slaves of other races who act independently of Lolth's dictates (and those other priests) must be sacrificed to Lolth. Those of the faithful whose loyalty is weak must be eliminated. Children are to be raised as loyal worshipers of Lolth, and each family should produce at least one priest to serve the Spider Queen better than his or her parents. Arachnids of all sorts are to be revered, and anyone who mistreats or kills a spider must die. Such are the commands of Lolth-but the priest who follows them blindly is on a slippery path leading to swift death. Success in the service of Lolth lies with those who are attentive to the ever-changing, often contradictory will of Lolth. Lolth's capricious nature makes hard-and-fast rules few and uncertainty great. Of course, questioning Lolth's motives or wisdom is a sin. Aiding nondrow against drow is a great sin, as is ignoring the Spider Queen's commands in favor of love. (Lolth often tests her priests by ordering the sacrifice of a favored consort.) Drow who lose the favor of Lolth are always given a single chance to redeem themselves. This is usually a dangerous or difficult mission, though Lolth may test certain individuals by setting no task at all and observing what they do. Those who willfully fail are destroyed. Lolth commands other worshipers to do this (in turn, testing them). Those who fail through mischance or poor planning or execution are usually transformed into driders. Lolth often plays favorites among her drow worshipers, 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. Day'to-Day Activities: Lolth's priests are the rulers, police forces, judges, juries, and executioners of drow society. They wield power daily, and most do so in a manner in keeping with the cruel and capricious nature of Lolth herself. Priests of Lolth strive to act as Lolth wishes and to manipulate (often by brutal force) their fellow drow to do so too. The ultimate aim of every priest is to achieve and keep the Favor of Lolth. The spirits of priests who die in her favor are believed to go to the Abyss, where they become yochlol and other servant creatures. Those who die in Lolth's disfavor are thought to pass into torment on another plane somewhere, perhaps to someday return to the Realms as a snake or spider. (Drow beliefs are confused on such matters, and often change with time and location.) The duties of a good priest, then, are to do whatever is necessary to gain and to keep the Spider Queen's favor. Although treachery and cruelty are often rewarded, Lolth does not look kindly on those who let personal grudges and revenge-taking bring defeat or shame to their House, clan, city, or band. Holy Days/Important Ceremonies: Lolth requires homage-submission in prayer, plus offerings-regularly from her priests. Ceremonies involving the sacrifice of surface elves are performed monthly during nights of the full moon as deliberate affronts to Sehanine, Lolth's hated rival. Rituals to Lolth are customarily practiced in female-only company in a sacred room or area. Rituals requiring extraordinary power or a public display may be celebrated in the open and in all sorts of mixed company When Lolth's aid is required, sacrifices must be made. These are traditionally the blood of drow faithful and/or captured foes, spilled with a spider-shaped knife whose eight descending legs are blades (2d6 points of damage). In other cases, gems or other precious objects may be burned in braziers, as prayers of offering are chanted. In large, important rituals, priests of Lolth customarily use eight braziers to provide additional flame material and in homage to Lolth (the flames represent her eight legs). The most powerful rituals to Lolth defy detailed description and are seldom seen by nondrow. 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 impostors 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 priest, destroying his or her garments and dealing him or her 1d4 points of damage, but an impostor or intruder receives a searing flame attack that does 6d6 points of damage (half if a saving throw vs. spell at a -2 penalty succeeds). If this occurs, every priest of Lolth present in the chamber instantly receives a free darkfire spell to wield, even if she or he is carrying a full load of spells or has other darkfire spells memorized. The spell comes with the strong command to use it, forthwith, to blast those who would so insult Lolth. Lolth enters the Prime Material Plane in avatar form or allows herself to be contacted only when it pleases her to do so. Otherwise, Lolth's servant yochlol are reached. 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 that the magic transforms into an interplanar gate temporarily linking the 66th 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 a yochlol the safety of being sucked instantly back to 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 blank faced 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 sends are usually myrlochar. Major Centers of Worship: Deep beneath the deserts of Calimshan and the southern tunnels of Deep Shanatar is Guallidurth, the Temple City of Lolth. The Matron Mothers of twenty-one noble Houses sit on the ruling Council of this ancient city, each representing one (or more, in some cases) sect, cult, or faction of the Spider Queen's faithful. One measure of a sect's relative influence is the magnificence of the house of worship it can afford to construct. As a result, Guallidurth contains hundreds, if not thousands, of temples dedicated to Lolth ranging in size from simple shrines to modest chapels to grand cathedrals. Many of the city's temples are ruined-their congregations long since murdered in the endless religious strife that rages across the city-or abandoned-their congregations able to afford more ostentatious (and defensible) houses of worship. Only the unforgivable heresy of dark elves worshiping other gods-such as the cities of Vhaeraun worshipers in Sarenestar (the Forest of Mir)-unites the Lolthite clergies of Guallidurth in common cause and even such endeavors are usually doomed to failure by the infighting among members of the various sects. Affiliated Orders: The Militant Myrlochar, also known as the Order of Soul Spiders, is an elite military order composed solely of male crusaders and found in the few dark elven cities where Lolth is revered and males are permitted to enter her priesthood. The Militant Myrlochar directly serve the ruling Matron Mothers of the city in which they are based as agents of uncontrolled destruction, tirelessly hunting any creature designated as their quarry or who interferes with their pursuit and wreaking havoc until recalled (which rarely happens) or destroyed (their most common fate). The Handmaidens of the Spider Queen is an order of female crusaders with no permanent ties to any individual city. Also known as the Daughters of the Yochlol, the Handmaidens serve as instruments of Lolth's will in times when the Spider Queen needs to bring an entire city into line. At least three times in recorded history the Handmaidens of the Spider Queen have assaulted and destroyed an entire dark elven city that threatened to drift from Lolth's web of chaos. When not assembled into an army of chaos and vengeance, the Handmaidens work in small companies scattered throughout the Underdark, harassing merchant trains that look to Vhaeraun for protection and conducting hit-and-run raids on cities ruled by clergy of the Masked Lord or That Which Lurks. Drow in the Realms have embraced offshoots of the major faiths, usually following a charismatic mortal leader who claims to be something more. The only such cult known to be still active, albeit in a debased form, is the She-Spider Cult, a Thayan-based sect that tried to link worship of Shar with devotion to Lolth. Opposed in the end by both goddesses, the Cult enjoyed initial success as a secret society operating slaving and drugrunning operations in Mulhorand, Unther, and southern Thay. They eventually degenerated into a criminal gang without divine support. The Cult still stages fake rituals to thrill worshipers and to slay foes under the guise of sacrifices. Priestly Vestments: When participating in rituals, priests of Lolth work unclad or wear robes (black, trimmed with dark red and purple-or, for lesser or novitiate priests, dark purple or red trimmed with black). In some cities ornate helms carved to resemble writhing spiders are worn by Lolth's clergy, while in others heads are always left uncovered. Jewelry worn by the Spider Queen's priests consists of spider medallions and other spider designs, all made of platinum. The holy symbol of the faith is a platinum disk at least 3 inches in diameter with an embossed depiction on both its obverse and reverse in jet black enamel of a black widow spider or a platinum spider figurine on a platinum or mithral chain necklace. Adventuring Garb: Lolth's clergy favor drow chain mail with magical bonuses ranging from +1 to +5. Typically such armor is enchanted to have a +1 defensive bonus for every four levels of the priest. Some priests also carry adamantite bucklers with similar properties to that of drow chain mail and with magical bonuses ranging from +1 to +3. Clerics of the Spider Queen typically wield adamantite maces-again with similar properties to that of drow chain mail-with magical bonuses ranging from +1 to +5. In addition to maces, crusaders and arachnes sometimes wield adamantite short swords and long daggers, with magical bonuses ranging from +1 to +3 (+4 if they are of noble blood). Priests who are not clerics may also employ hand-held crossbows that shoot darts up to 60 yards and inflict ld3 points of damage, in addition to being coated with drow sleep poison that renders a victim unconscious for 2d4 hours if she or he fails a saving throw vs. poison with a -4 penalty. Likewise, crusaders and arachnes sometimes employ small javelins coated with the same poison as the darts, with a range of 90 yards and attack bonuses of +3 (short range), +2 (medium range), or +1 (long range). Most senior priests of Lolth carry snake-headed whips of fangs, and delight in using them often. Drow Chain Mail XP Value: Varies GP Value: 2,000 gp; 1,000 more for +4 and +5 Drow chain mail is a finely crafted, satiny black metal mesh that does not encumber its wearer in the least. It is similar but not identical to magical elven chain mail. It is typically fashioned into tunics, as dark elves share their forest-bound cousins' preference for armor that adequately protects without being overly weighty or restrictive. Like elven chain mail, drow chain mail has a base Armor Class rating of 5. However, drow chain mail is crafted from an adamantite alloy that absorbs the radiation of the drow homelands, giving it properties similar to a magical bonus ranging from +1 to +5 but undetectable to detect magic or similar spells. If drow chain mail is ever exposed to direct sunlight for more than 2 rounds (or any exposure totaling 5 rounds in a five-day period, even if composed of brief instants), decay sets in. Within 2d6 days, the chain mail loses is pseudomagical properties and crumbles into worthless powder. If carefully protected from full sunlight, it still loses its pseudomagical properties ld20+30 days after it is removed from areas of radiation (in other words, the Underdark) if it is not reexposed to the radiation for two days per day spent above ground (in other words, twice as long as it was removed from the drow lands). Drow chain mail is still useful as chain mail if no longer pseudomagical, so long as it is never exposed to sunlight; however, it cannot be reforged into another item to reuse its adamantite alloy. The drow radiations that permeate it transform its structures in such a way that sufficient exposure to heat to reforge chain mail causes it to instantly break down as if it had been exposed to sunlight. The resale value for drow chain mail is doubled if it is known to have never been removed from the reach of Underdark radiation. Whip of Fangs XP Value: 1,000 GP Value: 1,000+500 per living head These whips (often carried at the belt) have adamantite handles, but their mulitple tendrils are living snake heads, ld4+1 in number. Evil priests are the only beings able to employ these horrific weapons. In drow communities, only priestesses are allowed to possess and use them. 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, since they attack anyone who touches them except their attuned wielder. The ritual of attunement re-quires the consent of Lolth, and priestesses consider such whips personal gifts from her, believing that they 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 against a matron mother or other ruling priestess. Living serpents are required in the making of these weapons. The weapons they become part of are enchanted extensions of the will of their wield-ers, hissing, coiling, writhing, and reaching in response to her thoughts. 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 (THACO 14) for 2d4 points of damage. The serpent heads have no poison effects, but their long fangs bite deep, leaving scars and 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 hit points per day. Slain heads cannot be healed, nor do they regenerate. Specialty Priests (Arachne) REQUIREMENTS: Wisdom 13 PRIME REQ.: Wisdom ALIGNMENT: CE WEAPONS: Any ARMOR: Any MAJOR SPHERES: All, astral, animal, chaos, combat, elemental, guardian, healing, necromantic, protection, summoning, sun (reversed only) MINOR SPHERES: Charm, creation, divination, time, wards MAGICAL ITEMS: As clerics REQ. PROFS: Etiquette, weaving BONUS PROFS: Animal training (spiders), spellcraft * Arachnes must be drow or chitines. In some dark elven cities of the Underdark, the clergy of Lolth is exclusively female, but in other cities a few drow males are tolerated in the lower ranks of the priesthood. (None rise above 7th level.) No males are admitted into the ranks of Lolth s clergy among the chitines. * Arachnes are not allowed to multiclass. * Arachnes are immune to all spider venoms. * Arachnes can communicate with spiders of all kinds, and spiders never harm them in any way (except if desired by Lolth). * At 2nd level, arachnes can cast spider climb (as the 1st-level wizard spell) or spidereyes (as the Ist-level wizard spell found in Wizard's Spell Compendium, Volume 3 or the Ist-level priest spell in The Drow of the Underdark) once per day. If spider climb is cast, it does not prevent spell-casting so long as two limbs grip the surface being climbed, and light objects do not stick to the priest's hands and feet. Spidereyes allows the caster to see through the eyes of a single normal or giant arachnid within 60 yards, but it does not grant any control over the arachnid's movements or direction of gaze. * At 5th level, arachnes can cast dispel magic (as the 3rd-level priest spell) or web (as the 2nd-level wizard spell) twice per day. * At 7th level, arachnes can cast summon shadow (as the 5th-level wizard spell) or spider summoning (as the 5th-level priest spell) twice per day. * At 10th level, arachnes can cast true seeing (as the 5th-level priest spell, but with twice the normal duration) or spiderform (as the 5th-level priest spell) twice per day. * At 13th level, female arachnes can cast domination (as the 5th-level wizard spell) once per day. Male drow must roll saving throws to avoid the effects with a -4 penalty. Elves and half-elves of all races do not get their normal racial magic resistance to avoid the effects. Lolthite Spells Many spells developed by the clergy of Lolth long ago have been requested in parallel form from other drow powers or other nondrow powers and have passed out of exclusive Lolthite usage. Of them, only darkfire is detailed here. Note that any spell once specified as either a drow priest spell or Lolth priest spell that has passed into general usage is still available as a religion-specific Lolth priest spell; priests of Lolth can still receive the spell no matter what its sphere. 1st Level Cloak of Dark Power (Pr 1; Evocation, Alteration) Sphere: Necromantic Range: 0 Components: v,s Duration: 3 rounds+1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None This spell creates a dark aura of coursing, swirling power around the caster. The caster's body and anything she or he wears or carries is protected by this aura from the effects of full sunlight, even under the open, daytime sky of the surface world. Arms and armor imbued with the radiations of the Underdark that are worn or carried by the caster do not begin to lose their power, and the drow caster suffers no bright light combat penalties while under the effects of a cloak of dark power. A continual light spell cast directly agianst a cloak of dark power negates both spells. A priest shrouded in a cloak of dark power functions as if she or he possessed one additional level of experience in all dealings with undead. Arachnids (and others using arachnid forms) attack a cloak-wearer at a -3 penalty. 2nd Level Darkfire (Pr 2; Alteration) Sphere: Elemental Fire Range: Touch Components: V,S,M Duration: 2 rounds/level Casting time: 5 Area of Effect: One fire source Saving Throw: Special This magic was developed for use in rituals of worship to Lolth, but has since been adapted into an offensive battle spell. The spell transforms a normal fire or ignites unlit fuel into darkfire. Darkfire gives off no light at all, although creatures with infravision see darkfire as brighter signature than regular flame. All of its combustion is bent to producing heat and magical energy, which it does very well: Contact with a brazier, lantern, or lamp of darkfire typically inflicts 2d4 points of damage, plus flammable items or garments worn or carried by the target must succeed at item saving throws vs. magical fire. In battle, darkfire is usually caused to emanate from one of the caster's hands. It does not harm the caster at all, except to burn away clothing it touches. A blow from a flaming hand inflicts ld8 points of fire damage. Darkfire from a flaming arm can be willed into handfuls and thrown. One ball per round can be so thrown, and such a ball attacks as if the caster were striking directly and has a 10-foot range. Thrown darkfire does ld3 points of damage plus 1 point per level of the caster upon striking, to a maximum of 10th level. In the event of a miss, its flame affects wherever it lands. When it misses, it rages where it lands for ld2 rounds before burning itself out. 3rd Level Conceal Item (Pr 3; Illusion/Phantasm) Sphere: Protection Range: Touch Components: V,S,M Duration: 1 turn+1 round/lev. Casting Time; 1 Area of Effect: One item Saving Throw: None This magic enables the caster to render utterly undetectable, except to himself or herself, any single nonliving item smaller than his or her total body mass as long as she or he is carrying or touching it. The spell conceals even magical or alignment auras and shows true seeing a blank, wavering area of white fog where the item is. This spell is usually used to conceal a carried magical item or weapon; priests of Vhaeraun typically use it to hide holy symbols. (When cast on any holy symbol, spell duration is tripled.) Developed by a priest of Lolth, this spell has been requested of Vhaeraun by most of his priests and granted to them also. Its material component is a small handful (about 2 ounces) of the dust of any powdered gemstone. (Cheap stones, such as quartz, are fine.) 5th Level Undead Focus (Pr 5; Necromancy) Sphere: Necromantic Range: Touch Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: One undead creature Saving Throw; None Undead focus allows one undead creature to become a spell focus for the caster. The undead creature can be controlled by the command undead priest ability or by spells without hampering this spell, but the spell does not grant automatic control of the undead creature. The caster can funnel any chosen currently carried spell through the undead being. Such spells are emitted from the undead creature, but the priest performs all casting activity, including component use. The amount of space between the caster and the undead creature does not matter, but priest and undead creature must remain on the same plane. Unless the caster keeps the undead being and its surroundings in sight, other spells are used to see it and its surroundings, or it is in an extremely well-known location, spells must be hurled blindly from the creature. Spells to be cast through the undead can be chosen as needed. A priest can cast multiple spells, one per round, through the undead creature until it is destroyed or a maximum of one spell per level of the priest has been cast, exhausting the undead focus pell. The spell also expires after 10 turns per level of the caster have expired. With this spell, a hidden priest can avoid direct combat, employing an undead being as a spellcasting righting focus. It can be cast on undead creatures affected by revenance and/or undead battlemight, and the spells function simultaneously. A dispel magic cast on such an augmented undead creature ends only one of these spells (choose which randomly). The material component is a drop of the caster's blood. Spiderform (Pr 5; Alteration, Necromancy) Sphere: Animal, Necromantic Range: Touch Components: V, S, M Duration: 4 rounds+1 round/level Casting Time: 2 per target to a maximum of 1 round Area of Effect: One small living animal or arachnid/level one drow Saving Throw: None This spell enables a priest to turn one or more small living animals or arachnids into giant spiders. (See the Spider entry in the MONSTROUS MANUAL tome; these spiders are the giant spiders that are similar in shape and abilities to large spiders.) Unlike normal giant spiders, the bite of the spiders created by this spell is not a fatal poison; instead, failure of the poison saving throw results in the victim being stunned (no attacks or deliberate activities) for 1 round and slowed (as the slow wizard spell) for the rest of the spell duration. Even if a transformed creature is an arachnid that is normally poisonous, the spell transforms it into a giant spider as described above. The giant spiders created are unable to spin webs but can readily navigate in existing webs, even the sticky strands of web or spellweb spells. If spellcasting is interrupted for any reason or the arachnids to be transformed already bear a magical dweomer (for example, they are other creatures polymorphed into spiders), the spell is ruined, and the would-be caster is stunned (unable to think or act coherently) for 1 round. If this spell is used on any drow and overcomes his or her magic resistance, the drow is temporarily transformed into a drider under the caster's control. (See the Elf, Drow entry in the MONSTROUS MANUAL tome for a description of driders. Note that transformed drow retain their own spells, hit points, intellect, and many class abilities.) This control is like a charm spell 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, the known wishes ofLolth, or its superiors, or that would be anything clearly fatal to itself. Transformation to and from drider form takes 1 round, during which time the drider can take no action, and occurs at the spell's expiration or upon the verbal 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. Spider Summoning (Pr 5; Conjuration/Summoning) Sphere: Animal Range: 0 Components: V,S,M Duration: 1 round+1 round/level Casting Time: 8 Area of Effect: 1d4 spiders Saving Throw: None This spell calls ld4 large spiders (detailed in the MONSTROUS MANUAL tome) per level of the caster to serve the priest. Only true arachnids are summoned by this spell, not similar insect creatures or beings using magic to take arachnid form (such as Lolth or a wizard using spider shape). They appear within 100 feet of the caster on the round of the spell's casting and obey the caster's command on the round thereafter. They have their natural maximum hit points and poison reserves and fight to the death for the caster with utter loyalty, following the caster's silent mental urgings as to targets, direction to move, and tasks to do. The caster can cast other spells without ending this spell's control. When the spell expires, any surviving spiders disappear, returning whence they came. The spell's material component is a dried arachnid corpse. 6th Level Meld of Lolth (Pr 6; Enchantment/Charm) Sphere: Charm Range: Touch Components: V,S Duration: 1 hour/level Casting Time: 1 turn Area of Effect: One being Saving Throw: Special Often used by a priest to link herself to a powerful drow male before a battle (to control him when necessary), this spell enables the caster to join mind with another creature. The meld allows the caster to see through the other being's eyes, read its thoughts, and communicate telepathically with the linked being. The caster can act, speak, and cast spells normally without ending the link and is able (whenever not casting another spell or using any psionic abilities) to dominate the linked being completely, controlling its body regardless of distance. The spell is broken if caster and linked being end up on different planes. The caster can use the linked being as the focus (source of emission) of a currently memorized spell, casting it through the linked being, but this ends the meld instantly. If the linked being's Intelligence is less than the caster's, it is allowed a saving throw vs. spell once per turn to break the meld. If the linked being is as intelligent as the caster or more so and is or becomes unwilling to be in the meld (for instance, when ordered into danger), it gets a saving throw vs. spell once every other round to escape the meld. Whenever the linked being suffers damage, the caster must succeed at a saving throw vs. death. If the saving throw fails, the pain-wracked caster suffers 1d6 points of damage. If the linked being dies, the caster must succeed at a system shock roll or die instantly. The caster can willingly end a meld 1 round after deciding to do so. Spider Bite (Pr 6; Evocation) Sphere: Combat Range: 0 Components: V,S Duration: Special Casting Time: 9 Area of Effect: The caster Saving Throw: None Poison Effects if Save Failed/Succeeded 20 points/1d3 points 25 points/2d4 points 30 points/2d6 points 30 points/2d6 points Death/20 points Also known as venom bite, this spell confers the poisonous biting ability of a spider to the caster. A successful attack roll is required to administer the poison, and the caster can only bite exposed or clothed flesh; armor cannot be bitten through. The number of times the bite has venom effects, and the power of those effects, depends on the caster's level: Rounds Level Uses to Onset 11-13 1 bite only 2d6 14-16 1 bite only 1d4+1 17-18 1 bite only 1d2 19-20 2 bites 1d2 Over 20 2 bites Immediate Spider bite can be saved for hours or days after casting. However, a bite delivered, whether it successful in poisoning a victim or not, is considered to expend one use of the magic. Victims receive a saving throw vs. poison at -3 to avoid the bite effects. For the entire time this spell is in effect, the caster is immune to poison. No more than two spider bite spells can be active on the caster at one time. 7th Level Cloak of Gaer (Pr 7; Necromancy) Sphere: Healing Range: Touch Components: V,S,M Duration: Special Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None This powerful spell surrounds the protected creature with a faint magical aura. It takes effect (days or perhaps years later) when the being it is cast on is forced to make a system shock survival roll or when the being reaches 6 hit points or less. It can also be cast on a just-injured being. In the round that the protected creature must make a system shock survival roll or is reduced to 6 hit points or less, the cloak of Gaer is triggered and the following occur: * The system shock roll succeeds automatically, regardless of the creature's Constitution. * The protected creature regenerates severed or missing limbs or body extremities. * The cloak purges the protected creatures of all poisons, diseases, insanity, charm effects and outside mental influences, curses and geas effects, possession or symbiotic/parasitic life (even if friendly and desired), and feeblemindedness. It also cancels the effects of any forget spells previously cast on the protected being. * The cloak restores the being to full wakefulness, alertness, sobriety, and and a pain-free state. * The cloak heals the protected being of 4d8 points of damage. If this spell is cast on a hurt being within 2 rounds after the major injury that reduced it to 6 hit points or required a system shock survival roll, it has the above effects and allows a victim who has failed a system shock survival roll and died a second chance. This roll is made at a +22% bonus. If it fails, death occurs, but the purge and regenerate effects still occur to the corpse. If this spell is applied 3 to 9 rounds after a being has been stricken, it allows a second system shock survival roll, but without any bonus; other spell effects occur as noted here. If the spell is applied later, it only purges and regenerates (even on bodies). The spell's material components are four drops each of holy water, the caster's blood, and dew. A dispel magic cannot end this spell while it waits to be activated. This magic has enabled many dead drow to return and hunt down foes. Certain drow wizards are rumored to use a similar spell. Repulsion (Pr 7; Abjuration) Sphere: Guardian Range: 0 Components: V, S, M Duration: 1 round/2 levels Casting Time: 7 Area of Effect: Creatures in a 10-foot-wide path that is 10-feet long/level of caster Saving Throw: None When this spell is cast, the priest is able to cause all creatures in the path of the area of effect to move directly away from his or her person. Repulsion occurs at the speed of the creature attempting to move toward the caster. The repelled creature continues to move away for a complete round even if this takes it beyond the area of effect. The caster can designate a new direction each round, bur use of this power counts as the caster's principal action in the round. The caster can, of course, choose to do something else instead of using the repulsion attack. This spell is not effective against any drow or creatures of chaotic evil alignment, but other evil creatures are affected. The priest must be able to confront the creatures to be affected: She or he must see them and be seen. As the casting ends, flickering black flames seem to emanate from the caster, streaming outward to define the pathway of effect of the spell. The material components are the priest's holy symbol; a miniature sword blade, normal dagger, or knife; and a flame, spark, hot coal, or ember.

Other source:

Abyssal Lord
Lolth (Queen of Spiders)


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The Abyss
Unique
Planar Ruler
Any
Carnivore
Godlike (25)
Q (X5), R, X (X3)
Chaotic Evil
1
-10 (-2)
1, Wb 9 (15)
14, hp 66
7
1 and 1 (1)
4-16 and webs (by weapon type)
Poison
See Below
70%
L (M)
Fearless (19)
13000

Lolth

  The fiend Lolth is a very powerful and feared abyssal lord. She usually takes the form of a giant black widow spider when she is on the Prime Material Plane, and sometimes assumes this form on her own plane as well, but she also enjoys appearing as an exquisitely beautiful female dark elf (the statistics for this form are given in parenthesis). Little is known about her aims, and only the fact that the drow worship of Lolth causes her to assume form on the earth permits compilation of any substantial information whatsoever. Lolth has S 21, D 21, C 21, I 21, W 16, Ch 3 (23).
  Lolth enjoys the company of spiders of all sorts-giant species while in her arachnid shape, those of normal, large and even huge species while in her humanoid form. She is able to converse with all kinds of spiders, and they understand and obey her unquestioningly.

  Combat: Although the Queen of Spiders has but 66 hit points, her high armor class prevents most damage, and she is able to heal herself at will, up to thrice per day. As Lolth enjoys roving about in one form or another, she will seldom be encountered in her lair no matter what the plane, unless worshipers have invoked her to some special shrine or temple. In the form of a giant spider, Lolth is able to cast web strands 30 feet long from her abdominal spinnerets which are equal to a web spell with the addition of 1-4 points of damage per round accruing to webbed victims due to a poisonous excretion upon the strands; and during the same round, she is able to deliver a vicious biting attack for 4-16 hit points of damage plus death if the victim fails to make his, her, or it's saving throw vs. poison at -4. In her humanoid form, Lolth will use weapons common to drow.
  As a giant spider, Lolth can use any one of the following powers, one per round, at will: comprehend languages, confusion (creature looked at only), darkness (10-foot radius),dispel magic, feather fall; once per day clairvoyance, dimension door, domination, gate in a vrock (45%), glabrezu (35%), or hezrou (20%) with a 66% chance of success, summon 9-16 large (20%), 7-12 huge (30%), 2-8 giant (40%), or 1-4 phase (10%) spiders, teleport with no error, tongues, true seeing; twice per day use phase door, read magic, and shape change. In her humanoid shape, Lolth is a 16th level priest/14th level wizard with commensurate abilities. However, in spider form she is unable to wear armor of any sort.
  Lolth is not affected by weapons which are not magical, silver does her no harm (unless magicked to at least +1), and cold, electrical and gas attack forms cause only 1/2 damage. Acid, magic missiles (if her magic resistance fails her, of course), and poison affect her normally. Lolth is especially susceptible to holy water, taking 6 points of damage from a splash and 6-21 points (3d6+3) from a direct hit.
  Her visual range extends into the infrared and ultraviolet spectrums to a normal distance of 120'. Lolth has limited telepathic communication ability.

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