For clarity's sake: Lolth, as written, from Q1:
Frequency: Unique
No. Appearing: 1
Armor Class: -10(-2)
Move: 1"* 9" (15")
Hit Dice: 66 hit points (16 HD)
% In Lair: 25%
Treasure Type: Q(X5), R, X(x3)
No. of Attacks: 1 and 1 (1)
Damage/attack: 4-16 + poison and webs (or by weapon type)
Special Attacks: See Below
Special Defenses: See below
Magic Resistance: 70%
Intelligence: Godlike
Alignment: Chaotic evil
Size: L (M)
Psionic Ability: 266
Attack/defense modes: all/all
Level/XP Value: X/12470 for destroying material form, 124700 for destroying permanently.
The demoness Lolth is a very powerful and feard demon Lord. She usually takes the form of a giant black widow spider when she is on the Prime Material Plane, and she sometimes assumes this form on her own plane (of the Abyss) as well, but she also enjoys appearing as an exquisitely beautiful female Dark Elf (the statistics for this form as given in parentheses). Little is known about her aims, and only the fact that the DCrow worship of Lolth causes her to assume form on the earth permits compilation of any substantial information whatsoever.
Loloth 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 unquestionlingly.
Although the Queen of Spiders has but 66 hit points, her high armro class prevents most damage, and she is able to heal herself at will, up to thrice/day. As lolth enjoys roving about in one form or another, she will seldom be encountered no matter what th eplane, unless worshippers have invoked her to some special shrine or temple.
In the form of a giant spiderLolth is able to cast web strands 30' 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. During the same melee round she is able to deliver a vicious biting attack for 4-16 hit points of damage plus death if the vicitim fails to make his, her or its saving throw versus poison at -4. In her humanoid form, Lolth will use weapons common to Drow.
As a giant spider, the demoness can use any one of the following poewrs, one per melee round, at will: comprehend languages, confusion, darkness 15' radius, dispel magic; twice per day she may use phase door, read magic and shape change; and once per day she may gate - 66% chance for a type I (45%), type II (35%) or type III demon (20%); summon spiders - either 9-16 large (20%), 7-12 huge (30%), 2-8 giant (40%) or 1-4 phase spiders (10%); teleport with no error, tongues and true seeing. In her humanoid shape, Lolth is a 16th level cleric/14th level magic-user with commensurate abilities. However, in the latter form she is unable to wear armor of any sort and her psionic powers are not available to her (see below).
Lolth is not affected by weapons which are not magical, silver does her no harm (unless enchanted to at least +1) and cold, electrical and gas attack forms cause only one-half damage. Acid, poison and magic missiles (if her magic resistance fails her, naturally), affect the demoness normally. Lolth is especially suceptible to holy water, taking 6 points of damage from a splash and 6-21 points (3d6+3) from a direct hit.
The visual range of the demoness extneds into the infrared and ultraviolet spectrums to a normal distance of 120'. Lolth has limited telepathy communication ability as do demons in general.
Her psionic disciplines include the minor devotions of body equilibrium, clairvoyance, domination and the major sciences of dimension walking, mind bar, molecular rearrangement and probability travel. These disciplines (as well as her magical powers) are performed at 16th level of ability (experience).
The following is a list of suggested spells for Lolth. They are arranged according to type and level. The information in the prenthesis after each spell includes the casting time (C), range in feet (R), duratino (DR) and the number carried (x#), where applicable. A reversal of a normal spell is indicated by an asterisk (*) after the spell name; abbreviations are used for the terms "turns" (t), "rounds"(R) and "segments" (s). This information is included for the convenience of the DM, where useful. The DM may wish to change the spells listed below; if this is done, care should be taken to modify Lolth's attack and defense strategies as presented in the module.
Clerical Spells (as 16th level cleric):
First level: Cause fear* (x3, C4s), protection from good* (x2, C 4s, DR 48r), resist cold (C 1r, DR 16t), Sancutary (x3, C 4s, DR 18r)
Second Level: hold person (x5, C 5s, R 60', DR 20r), resist fire (C 5s, DR 16t), silence 15' radius (x3, C5s, R120', DR 32r)
Third level: continual darkness (C 6s, R120'), dispel magic (x2, C6s, R 60'), glyph of warding (x4)
Fourth Level: cause serious wounds (x5, C 7s), sticks to snakes (C 7s, R 30', DR 32r)
Fifth Level: flame strike (x3, C 8s, R 60'), slay living (x2, C 1r, R 30')
Sixth Level: blade barrier (c 9s, R 30', DR 48r), harm (x2, C1r)
Seventh level: unholy word (C 1s, R 30')
Magic-User's spells (as 15th level magic user):
First Level: Magic missile (x3, C1s, R 200'), shield (C1s, DR 70r), ventriloquism (c 1s, R 60', DR 16r)
Second level: detect invisibility (C 2s, R 140', DR 70r), invisibility (x2, C 2s), web (x2, C 2s, r 70', DR 28t)
third level: dispel magic (c 3s, r120'), fireball (x2, C 3s, R 240'), haste (c 3s, R 60', DR 17r), phantasmal force (C 3s, R220')
Fourth level: fire shield (C 4s, DR 16r), fire trap (C 3r), ice storm (C4s, R140'), polymorhp other (C 4s, R 70')
Fifth level: cone of cold (x4, C 5s, R 70')
Sixth level: death spell (C 6s, R 140'), globe of invulnerability (C 1r, DR 14r)
Seventh Level: power word stun (C1 s, R 70')
Spider Abilities (usable only if in spider form:
Spell effect/rate of use:
comprehend languages/once per round
confusion/once per round
darkness 15' radius/once per round
dispel magic/once per round
phase door/twice per day
read magic/twice per day
shape change/twice per day
teleport/once per day
tongues/once per day
true seeing/once per day
gate/once per day
summon spiders/once per day
Optional Abilities
As a lesser goddess, Lolth has certain attributes common to all divine beings. The DM may choose not to use these in this module, since a properly played Lolth will easily destroy most invaders. However, should these abilities be desired or needed for confrontationswith a high-level partythe DM may include them in Lolths abilities. Note that if these optional abilities are used, changes in Lolth's spell selection should be made.
Those characteristics (strength, intelligence, etc.) of Lolth which exceed 18 are explained below. A full explanation of divine characteristics is given in DEITIES & DEMIGODS Cyclopedia, now available from TSR Hobbies, Inc.
S: 21 (+4, +9), I: 21 W:16 D:21 C:21 CH: 3 (23 as Drow)
Strength: when in humanoid form, +4 "to-hit" roll, +9 on damage
Intelligence: 97% chance to know a magic-user's spell, minimum of 13 spells per level; immune to illusion/phantasm spells of 1st through 3rd level (these spells will have no effect on Lolth whatsoever).
Dexterity: +4 reaction/attack adjustment, =5 defensive adjustment.
Constitution: +2 on saving throws vs. poison, regenerate 1 hit point every 5 turns
Charisma (when in humanoid form): +60% reaction adjustmen, +90% lolyaty base; at will, Awe power of 8 HD (any creature or character of 8 HD or less will be awed by the sight and presence of Lolth, and will be unable toinitiate any action other than physical defense). This works through any control up to and including a magic jar spell.
Saving Throws: all gods and demigods (Lolth included) have a saving throw of 2 in all categories (i.e., they will only miss a save by rolling a 1). This is in addition to magic resistance, of course. All saving throwas are unchangeable regardless of magical aids and/or adjustments.
Lolth has the following abilities common to most gods and demigods, over and above th eabilities previously listed. These abilities all fucntion instantaneously and at will but not continuously.
Command: as the spell, but lasting two rounds, no saving throw.
Comprehend Languages: as the spell, except that the deity also gains the ability tspeak and write the language in question.
Detect Alignment: as the spell but with no error and applicable to creatures and objects.
Gate: appolicable to ther beings of the same mythos (demons an non-human deities; see DEITIES & DEMIGODS Cyclopeida for more details).
Geas: as the spell but with a range of 9"
Quest: As the spell but with no saving throw and a range of 9".
Teleport: as the spell but possible from plane to plane as well from place to place.
True Seeing: as the spell.
...
Lolth is one bad cookie.