Saturday, February 16, 2019

Drow

Sarlissa, Drow Noble Cleric
CR 9                                                                                                          XP: 6,400
Female drow noble cleric of Lolth 9
CE Medium humanoid (elf )
Init +1; Senses darkvision 120 ft., low-light vision; Perception +4
Aura chaos
AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +4 shield)
HP 53 (9d8+9)
Fort +4, Ref +2, Will +7; +2 vs. enchantment
Defensive Abilities death’s embrace; Will +12 vs. enchantments; Immune sleep; SR 20; Weaknesses light blindness
Speed 20 ft.
Melee +3 sword of spiders +10/+5 (1d8+4/19–20)
Ranged light crossbow +9 (1d8/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 15, 5d6), chaos blade (4 rounds, 1/day)
Spell-Like Abilities (CL 9th) Constant—detect magic At will— dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day—dispel magic, divine favor, suggestion (DC 13) Domain Spell-Like Abilities (CL 9th; melee touch +7) 7/day—bleeding touch (4 rounds), touch of chaos
Domain: Chaos, Death
Str 15, Dex 13, Con 12, Int 15, Wis 19, Cha 17
Base Atk +6; CMB +8; CMD 20
Feats Channel Smite, Weapon Finesse
Skills Bluff +10, Knowledge (religion) +8, Linguistics +3, Sense Motive +12, Spellcraft +8
  Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon, Abyssal, Yugoloth
SQ poison use
Gear drow poison, potion of remove disease, potion of remove paralysis
Other Gear +1 breastplate, +1 mace, 80 pp, 104 gp, bronze star teleportation key (Treason has a blue cube teleportation key)
Environment  underground
Organization ?
Treasure NPC Gear (masterwork breastplate, heavy steel shield, masterwork rapier, drow poison (4), potion of invisibility, scroll of dispel magic, wand of cure light wounds (CL 1st, 20 charges), 400 gp, other treasure)
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness- this poison allows drow to capture slaves with great ease. Drow Poison-injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
Smite (Su) Once per day, a whip priestess can make a single melee attack with a +4 bonus on the attack roll and a +9 bonus on the damage roll. She must declare the smite before making the attack.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks while operating in bright light.
This dark-skinned elf stands in a battle-ready pose, her hair silver and eyes white and pupilless.
About one out of every 20 drow is gifted with special powers from birth-the overwhelming majority of these exceptional drow are female, and as a result, drow society tends to be matriarchal in nature. These special births are engineered and encouraged among the ruling caste, and are far more likely to occur when the mother is of noble heritage. Strangely, the status of the father seems not to increase or decrease the chances of a child being born a drow noble. Common drow children born to nobles are usually put to death-sacrificed to one of the many demon gods to whom the drow offer worship. It is rare for a drow noble to be born to common parents, but those who are usually murder their parents or family before they come of age in order to hide the truth of their base upbringing and to ease the processes of joining one of their society's noble houses. Drow nobles are more powerful than the majority of their kin, and as such they quickly rise to power within their houses. Advancement through the hierarchy of a drow noble house is usually accomplished through a combination of assassination, seduction, and treachery, leading most drow in power to be overly paranoid. Drow Noble Characters Drow nobles are defined by their class levels-they do not possess racial Hit Dice. A drow noble's challenge rating is equal to her class level. Drow nobles possess all of the racial traits listed above for drow characters, plus the following. +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, -2 Constitution. Noble drow are very agile, observant, and regal. These ability score modif iers replace the standard drow ability score modif iers. Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level. Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spelllike ability does not. A drow noble's caster level for her spell-like abilities is equal to her charac
Melthis, Drow Wizard
CR 9                                                                                                                XP: 6,400
Male drow wizard 10
CE Medium humanoid (elf )
Init +6; Senses darkvision 120 ft.; Perception +3
AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge)
HP 67 (10d6+30)
Fort +6, Ref +7, Will +10; +2 vs. enchantment
Immune sleep; SR 16; Resist fire 10; Weaknesses light blindness
Speed 30 ft.
Melee silver dagger +7 (1d4-1/19-20); melee touch +7
Ranged hand crossbow +7 (1d4/19-20); ranged touch +7
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice (6/day), metamagic mastery (2/day)
Spell-Like Abilities (CL 10th) 1/day—dancing lights, darkness, faerie fire
Spells Prepared (CL 10th)
  5th-Feeblemind (DC 19), Passwall
  4th-Confusion (DC 18), Fear (DC 17), Shout (DC 17)
  3rd-Dispel Magic, Fly, Hold Person (DC 17), Lightning Bolt (DC 16)
  2nd-Hideous Laughter (DC 16), Invisibility, Shadow Blades, Touch of Idiocy, Web (DC 15)
  1st-Charm Person (DC 15), Magic Missile (x2), Shield, Sleep (DC 15)
  0th-Daze (DC 14), Detect Magic, Mage Hand, Read Magic
Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Brew Potion, Craft Wondrous Item, Dodge, Improved Initiative, Scribe Scroll, Spell Focus (enchantment), Toughness, Weapon Finesse
Skills Knowledge (arcana, planes) +16, Knowledge (dungeoneering, geography) +10, Knowledge (engineering, history) +8, Knowledge (religion) +12, Linguistics +8, Perception +3, Spellcraft +16
  Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Common, Draconic, Elven, Orc, Undercommon
SQ arcane bond (silver dagger), poison use
Gear silver dagger, bracers of armor +2, cloak of resistance +2, ring of fire resistance (minor)
Environment  underground
Organization pair, squad (3-4), patrol (5-8), or war party (10-40)
Treasure NPC Gear (leather armor, light steel shield, rapier, hand crossbow with 20 bolts, drow poison [2 doses], 3d6 gp, other treasure)
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness- this poison allows drow to capture slaves with great ease. Drow Poison-injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. Although related to the elves, the drow are a vile and evil cousin at best. Sometimes called dark elves, these cunning creatures prowl the caves and tunnels of the world below, ruling vast subterranean cities through fear and might. Worshiping demons and enslaving most races they encounter, the drow are among the underworld's most feared and hated denizens.
Vuztel, Drow Priest
CR 10                                                                                                             XP: 9,600
Drow noble cleric of Lolth 11
CE Medium humanoid (elf)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +11
AC 23, touch 15, flat-footed 21 (+8 armor, +3 deflection, +2 Dex)
HP 65 (11d8+16)
Fort +8, Ref +5, Will +13; +2 vs. enchantment
Defensive Abilities Will + 15 vs. enchantments; Immune sleep; SR 17; Resist fire 20; Weaknesses light blindness
Speed 20 ft.
Melee +2 icy burst adamantine heavy mace +11/+6 (1d8+3 plus 1d6 cold/+1d10 cold on a critical hit)
Space 5 ft., Reach 5 ft.
Special Attacks destructive aura (+5, 11 rounds/day), channel negative energy 5/day (DC 17, 6d6), destructive smite (+5, 7/day)
Spell-Like Abilities (CL 11th; concentration +15) At will—lore keeper 11 rounds/day—remote viewing Drow Spell-Like Abilities (CL 11th; concentration +13) 1/day—dancing lights, darkness, faerie fire
Spells Prepared (CL 11st)
  6th-Harm (D DC 20), Word of Recall
  5th-Flame Strike (DC 19), Slay Living (DC 19), True Seeing (D)
  4th-Cure Critical Wounds, Divine Power, Greater Magic Weapon, Inflict Critical Wounds (D DC 18), Inflict Critical, Wounds (DC 18)
  3rd-Animate Dead, Deeper Darkness, Magic Circle Against Good, Magic Vestment, Prayer, Rage (D)
  2nd-Align Weapon, Bulls Strength, Detect Thoughts (D DC 16), Hold Person (DC 16), Inflict Moderate Wounds (DC 16), Spiritual Weapon
  1st-Bane (DC 15), Comprehend Languages (D), Divine Favor, Magic Weapon, Protection from Good, Shield of Faith
  0th-Bleed (DC 14), Detect Magic, Guidance, Resistance (D Domain spell)
Domain: Destruction, Knowledge
Before Combat The priest casts shield of faith on herself. She prefers to let her minions do the fighting, and has them stand between her and any approaching foes.
During Combat The priest channels negative energy at groups of foes and uses single-target spells against her most dangerous opponent (typically starting with hold person so her allies can surround the hapless target).
Base Statistics: Without shield of faith, the drow's statistics are AC 22, touch 11, flat-footed 21.
Str 13, Dex 15, Con 12, Int 14, Wis 18, Cha 15
Base Atk +8; CMB +9; CMD 22
Feats Combat Casting, Extra Channel, Forge Ring, Improved Initiative, Iron Will, Persuasive
Skills Bluff +7, Diplomacy +12, Intimidate +7, Knowledge (arcana) +11, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (planes) +7, Knowledge (religion) +9, Perception +11, Sense Motive +10, Spellcraft +11, Survival +5
  Racial Modifiers +2 Perception
Languages Common, Drow Sign Language, Elven, Undercommon
SQ aura, poison use
Gear robe of the archmagi (black)
Other Gear +2 improved fire resistance breastplate, +2 shocking burst adamantine heavy mace, ring of protection +3

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