DROW MAGE Part 2: Dark Magic and Dark Tactics

Drow mage casting Evard’s Black Tentacles spell in a shadowy Underdark cavern, black magical tendrils rising from the stone as arcane energy glows — fantasy D&D artwork.

How to Use a Drow Mage, Part 2

Welcome to the second part of my creative ways to use the drow mage.

In part one, we discussed how to keep the mage alive in combat for the entire first round — and quite a few more rounds beyond that — as well as a number of methods to make Cloudkill interesting and actually effective.

In this article, we’ll look at ideas for all his other spells, or at least all the ones worth using.


Combat Encounter 2: Tactics for Evard’s Black Tentacles

While not quite as powerful as Cloudkill, Evard’s Black Tentacles still has several strong uses.

Large Combat (difficulty varies)

Evard’s Tentacles make another good opener for large-scale combat. The spell restrains its targets, preventing most PCs from chasing after the mage and granting advantage on attacks against them. It also doesn’t block visibility, making it easier to attack PCs held prisoner.

Attacks against them will need to be ranged unless the PCs are conveniently standing right at the edge — which isn’t unlikely. Another good pairing is flying monsters, meaning Evard’s Tentacles combines nicely with the shadow demon summoning option.

The drow mage probably has enough Wisdom to estimate how many PCs are likely to make Strength saves, as Strength is a fairly visible stat.

Finally, since the area becomes difficult terrain, PCs can’t cross it to reach the opposite side without using an action to Dash. To split up the party reliably, you’ll need to catch two PCs on exactly opposite ends of the spell’s area. As it happens, the drow mage has the Intelligence to eyeball exactly what portion of the battlefield the spell will cover.


Trapped by the Tentacles (difficulty 9)

A fairly obvious way to use the Tentacles is to lure the players into the right area, then hold them fast. Depending on the environment, the drow can rain stones, projectiles, or even hot oil and flames down on them from above (see medieval murder holes).

Another idea is to have a river ready to be diverted into the tunnel where they’re trapped by the Tentacles. Aside from threatening to drown the restrained PCs, it will wash away those who aren’t caught — possibly carrying them downstream into danger (rapids, water monsters) and splitting the party.


Tentacles Blocking the Exit (difficulty varies)

Have the drow lure the players into a dead end inhabited by some type of monster, then use Evard’s Black Tentacles to block the exit behind them. Chances are they won’t try to break through the Tentacles, which means they’ll have to fight off the creature.

Even worse is if the creature turns out to be part of a hive. They’ll end up having to break through the Tentacles anyway — taking damage and burning resources while fighting the swarm first.

Things become even worse if the drow sets up barriers on the far side of the Tentacles. The players will have to find a way to remove those barriers while also getting through the spell’s area.

Since Evard’s Black Tentacles lasts only a minute, consider setting the room on fire or diverting a river into it. While the drow mage can renew the spell once or twice, it can’t be sustained endlessly.


Tentacle Hopscotch (difficulty 7)

There’s one more use for Evard’s Black Tentacles: as an escape route.

If the players manage to break past and confront the drow mage, he can walk up to the edge of the Tentacles, then Misty Step across them.

Whether this is better than using Greater Invisibility is debatable, but if the PCs already know his location and he has no room to maneuver, it might be. Also, this method will cause more frustrated swearing — so upon reflection, it’s definitely better.


Invisible drow mage unleashing a Lightning Bolt spell through an Underdark tunnel, blue lightning illuminating the darkness — dynamic Dungeons & Dragons fantasy scene.

Combat Encounter 3: Greater Invisibility and Lightning Bolt (difficulty nine)

The final combat tactic I suggest for the drow mage is simple: cast Greater Invisibility, then spend each turn zapping the PCs with Lightning Bolt and moving to the side.

Don’t cast Lightning Bolt unless the drow has at least half his movement left, or he’ll be caught.

Whether or not to always hit at least two PCs is up to you. Personally, I enjoy making the drow aim for three whenever possible. It’s amusing to make the players scramble to avoid lining up three PCs at all costs — and if they think of baiting the drow out with it, that’s fair game.

Countering Readied Actions

A danger here is that the players might ready actions to attack the area where the Lightning Bolt appeared. You can rule either way:

  • Let them attack with disadvantage due to Invisibility.

  • Or decide that they don’t have time to see where to strike before the drow moves, since Lightning Bolt is extremely bright — even momentarily blinding.

If you do allow readied attacks, the battle may end quickly. All it takes is for the drow to lose concentration. Since he already cast Lightning Bolt, he can’t regain invisibility until next round — by which time he’ll likely be dead.

This tactic is extremely basic and extremely unfair, being almost impossible to counter.


Variation: Tunnels and Traps (difficulty nine)

One variation is to place the fight in narrow tunnels too tight for the drow mage to slip past. This allows the players to eventually corner him — though doing so without losing all their HP isn’t easy, especially if any tunnel becomes straight for even a moment.

To keep the encounter fair, remove Misty Step from his spell list. Otherwise, the battle again becomes almost impossible.

Extra Diffculty Version: Just add Monsters

In this version, the players might have to contend with the drow’s traps or a lurking monster in one of the intersections. They’ll need to take it out while keeping someone positioned to block the tunnel.

Because the group is probably spread out (to avoid being hit by Lightning Bolt and because they didn’t know which of two or three tunnels the drow took), this setup becomes even more dangerous.

(Assume they now know his location — perhaps the drow sicced the monster on them, revealing himself in the process. If they still don’t know, the encounter could become almost impossible unless the monster is trivial.)

If you want to make it easier, scatter a few round boulders around. Clever players can roll them down tunnels to flush the drow mage out.

If the drow uses his summons, the quasit can report player positions or make noise as a diversion. A diversion could raise the difficulty significantly — especially if it lets the drow slip past.

If he manages to summon the shadow demon, it becomes a deadly ambusher. See my Shadow Demon article’s second encounter for ideas.


Other Spells of the Drow Mage

Most of the drow mage’s other spells are too weak to matter and mostly exist to pad his spell list.

Web works as a weaker version of Evard’s Black Tentacles for all the uses mentioned above.
Misty Step serves as a get-out-of-jail card if the mage is trapped — though if he can’t teleport somewhere the players can’t follow, it won’t help much.
His attack cantrips are there for any turn when he uses Misty Step.

This leaves one more spell of real value.


Social Encounter: Alter Self Tactics

Alter Self, aside from its swimming and combat forms, also functions as an improved Disguise Self. Some good uses include:

  • Impersonating the Head Villain:
    If the villain wants to meet with the players but fears being killed, send a drow mage instead. This lets you bring the villain into the game one more time — provided the scene advances the story. (Bringing in the villain just for its own sake cheapens their mystique.)

  • Diversion:
    If the players think the villain is with them, he isn’t elsewhere. Use this to distract them, then reveal what happened while their attention was diverted.

  • Impersonating a Friend:
    The drow mage could look like a trusted ally to betray or interrogate the party, or to steal an item. He might reveal himself afterward to sow distrust — and, more importantly, so the players learn about the deception.

  • Impersonating a Different Enemy:
    If multiple factions exist in the area, the drow mage might impersonate one to convince the players another is hostile. If you want them to catch on, spread rumors about a “master of disguise” among the drow.

For much more on disguises, see the Doppelganger article

Dramatic Escape

If you plan to reveal the drow mage at the end of the charade (useful for dramatic effect or story direction), remember that dropping concentration takes no action, and Misty Step is only a bonus action — making escape easy if he has a safe destination.

My favorite setup: have him reveal himself on the bank of an Underdark river. You might mention a boat passing in the background earlier — just a bit of descriptive detail the players won’t focus on. When the reveal comes, the boat was prearranged. The mage Misty Steps onto it, and it vanishes into a tunnel.

Simpler option: Misty Step onto a high ledge and walk away.
Crueler option: time the Misty Step so he vanishes just as a trap closes or a creature attacks. Naturally, he arranged it that way.

Keep the villain monologue to one or two sentences. A long speech just tempts the players to jump him before he finishes talking.


Customizing the Escape

Per Tasha’s Cauldron of Everything, you can change the visual description of a spell and still stay within RAW. It’s not always worth doing — but for a dramatic escape, it absolutely is.

Decide what the drow mage’s Misty Step looks like. Do shadows close around him? Does he blur and vanish? Does a swirl of mist or darkness envelop him, leaving only empty space behind? Go wild.

You can also customize his Summon Shadow Demon ability. Imagine his shadow stretching longer and darker before a fragment breaks away to form the demon. There’s no reason not to — after all, dropping concentration and casting Misty Step require no actions, and the ability will likely recharge before the players face him again.

For all my spellcaster articles, as well as more Monster tactics


Summary: Six Ideas for the Drow Mage

  1. To keep the drow mage — or any other caster — alive, have him cast an ongoing effect spell, sneer, and then stride out of sight. He can reappear a round or two later or have a spotter tell him where to aim his Lightning Bolt.
  2. Cloudkill: Use it not just as a threat but as a means to escape or hide. Cloudkill obscures the area, after all. Plus, this lets him and his allies pop out of hiding to ambush the players after they’ve run past.

  3. When the players rush through the Cloudkill, set up several drow or other allies in advantegous postions and let them find they’ve walked straight into an ambush. They can’t retreat without walking right back into the Cloudkill.

  4. Evard’s Black Tentacles: Lure them into a room, Misty Step out, and slam the door. Cast Evard’s Black Tentacles on the next turn — now breaking through becomes a nightmare, especially if water starts filling the room.

  5. Greater Invisibility + Lightning Bolt: Nasty combination. The players can track him by the light of the bolt, especially if they think to scatter sand on the floor.

  6. Alter Self: Useless for fighting, perfect for trickery. Let the players “meet” the head villain through the drow mage’s disguise, then have him Misty Step onto a boat and off to safety.

 



Leave a Reply

Your email address will not be published. Required fields are marked *

About Me

I’ve been a DM since I was about 10 years old. (Not of D&D, admittedly, but still.) After growing bored of fights that were all the same, dungeons heavily populated by one monster type, and a general shortage of ideas, I figured I’d embark on my own trip through the Monster Manual, one monster at a time. Feel free to join the quest.

Newsletter