Claravda, Draegloth Priestess of Urgathoa
CR 8 XP: 4,800
Female draegloth cleric of Urgathoa 2/wizard 1
CE Large outsider (native, chaotic, evil)
Init +2; Senses Darkvision 120 ft.; Perception +12
AC 18, touch 11, flat-footed 16 (-1 size, +5 natural, +2 Dex, +2 armor)
HP 56 (6d8+2d8+1d6+12)
Fort +10, Ref +7, Will +11
Defensive Abilities +2 racial bonus on their saving throws against enchantment spells or effects.; Immune poison and sleep-inducing spells and effects.; SR 20; Resist acid, cold, electricity, and fire resistance 20
Speed 60 ft.
Melee 2 claws +11 (1d6+6), bite +11 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 15th) 4/day darkness 1/day dancing lights, desecrate, faerie fire, unholy blight.
Spells Prepared (CL 2nd)
0th-Detect Magic, Detect Poison, Guidance, Resistance
1st-Command (x2), Detect Good, Divine Favor, Entropic Shield (Domains - Undeath, Death)
0th-Daze, Ray of Frost (x2), Spark
1st-Burning Hands, Invisibility Alarm
During Combat Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth.
Str 22, Dex 15, Con 14, Int 13, Wis 12, Cha 11
Base Atk +6; CMB +13; CMD 25
Feats Alertness, Blind-Fight, Combat Reflexes, Extra Turning, Power Attack, Scribe Scroll
Skills Acrobatics +21, Knowledge (arcana) +7, Knowledge (drow religion) +8, Perception +12, Stealth +11
Racial Modifiers + 2 to Perception
Languages Abyssal and Undercommon
SQ Immunities, resistances; drow abilities
Gear ] bracers of armor +2 [4,000 gp], necklace of prayer beads (karma) [5,000 gp], boots of striding and springing [2,500 gp]
Environment underground
Organization Solitary
Treasure none
Rebuke Undead 7/day (Su) 4th-level cleric [3 class + 4 from Extra Turning feat]
Spontaneous Casting (Sp) Can convert any prepared spell to an inflict wounds spell of the same level
Domains (Sp) Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below) Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies. Undeath -- free Extra Turning feat (included below)
The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she could follow the ways of Urgathoa rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.
Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels, she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.
Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.
Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a Draegloth is a half-fiend terror that stalks the Underdark.
While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.
Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.
Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 15d8); hp 43; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +21 melee [+11 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +10 [+10 from master base], Ref +9 [+7 from master base, +2 Dex], Will +13 [+13 from master base]; Str 1; Dex 14; Con 10; Int 8; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
CR 14 XP: 38,400
Female draegloth cleric of Urgathoa 4/wizard 5
CE Large outsider (native, chaotic, evil)
Init +6; Senses Darkvision 120 ft.; Perception +16
AC 22, touch 11, flat-footed 20 (-1 size, +5 natural, +2 Dex, +6 armor)
HP 87 (6d8+4d8+5d6+12)
Fort +10, Ref +7, Will +12
Defensive Abilities +2 racial bonus on their saving throws against enchantment spells or effects.; Immune poison and sleep-inducing spells and effects.; SR 26; Resist acid, cold, electricity, and fire resistance 20
Speed 60 ft.
Melee 2 claws +16 (1d6+6), bite +16 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 15th) 4/day darkness 1/day dancing lights, desecrate, faerie fire, unholy blight.
Spells Prepared (CL 2nd)
0th-Detect Magic, Detect Poison, Guidance, Light, Resistance
1st-Cause Fear, Command (x2), Detect Good, Divine Favor, Entropic Shield
2nd-Desecrate, Silence, Shard of Chaos
0th-Daze, Ray of Frost (x3), Spark
1st-Burning Hands (x2), Invisibility Alarm, Shield
2nd-Protection From Arrows, Web
3rd-Dispel Magic
During Combat Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth.
Str 22, Dex 15, Con 14, Int 13, Wis 13, Cha 11
Base Atk +11; CMB +18; CMD 30
Feats Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Extra Turning, Improved Initiative, Leadership, Power Attack, Scribe Scroll
Skills Acrobatics +21, Knowledge (arcana) +9, Knowledge (drow religion) +8, Linguistics +10, Perception +16, Sense Motive +3, Spellcraft +5, Stealth +11
Racial Modifiers + 2 to Perception
Languages Abyssal and Undercommon
SQ Immunities, resistances; drow abilities
Gear bracers of armor +6 [36,000 gp], pearl of power (2nd-level spells) [4,000 gp], necklace of prayer beads (karma) [5,000 gp], boots of speed [8,000 gp], cloak of arachnida [6,000 gp]
Environment underground
Organization Solitary
Treasure none
Rebuke Undead 7/day (Su) 4th-level cleric [3 class + 4 from Extra Turning feat]
Spontaneous Casting (Sp) Can convert any prepared spell to an inflict wounds spell of the same level
Domains (Sp) Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below) Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies. Undeath -- free Extra Turning feat (included below)
The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she could follow the ways of Urgathoa rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.
Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels, she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.
Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.
Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a Draegloth is a half-fiend terror that stalks the Underdark.
While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.
Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.
Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 15d8); hp 43; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +21 melee [+11 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +10 [+10 from master base], Ref +9 [+7 from master base, +2 Dex], Will +13 [+13 from master base]; Str 1; Dex 14; Con 10; Int 8; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
CR 22 XP: 614,400
Female draegloth cleric of Urgathoa 5/wizard 5/true necromancer 7
CE Large outsider (native, chaotic, evil)
Init +6; Senses Darkvision 120 ft.; Perception +18
AC 30, touch 15, flat-footed 28 (-1 size, +5 natural, +2 Dex, +10 armor, +4 deflection)
HP 125 (6d8+5d8+12d6+12)
Fort +16, Ref +15, Will +22
Defensive Abilities +2 racial bonus on their saving throws against enchantment spells or effects.; Immune poison and sleep-inducing spells and effects.; SR 34; Resist acid, cold, electricity, and fire resistance 20
Speed 60 ft.
Melee +2 quarterstaff +18/+14/+13/+8 (1d8+11/1d8+9), bite +15 (1d8+3) or 2 claws +20 (1d6+6), bite +20 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities
Spell-Like Abilities (CL 15th) 4/day darkness 1/day dancing lights, desecrate, faerie fire, unholy blight.
Spells Prepared (CL 9th)
0th-Detect Magic (x2), Detect Poison, Guidance, Light, Resistance
1st-Cause Fear, Command (x2), Detect Good, Divine Favor, Entropic Shield
2nd-Desecrate (x3), Silence, Shard of Chaos (x2)
3rd-Contagion, Dayllight, Deeper Darkness, Invisibility Purge
4th-Chaos Hammer, Dimensional Anchor, Unholy Smite (Domains - Undeath, Death)
0th-Daze, Ray of Frost (x3), Spark
1st-Burning Hands (x2), Invisibility Alarm, Shield
2nd-Bulls Strenth, Protection From Arrows, Web
3rd-Dispel Magic, Suggestion, Vampiric Touch
4th-Enervation, Stoneskin
During Combat Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth.
Str 22, Dex 15, Con 14, Int 14, Wis 14, Cha 11
Base Atk +15; CMB +22; CMD 38
Feats Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Extra Turning, Improved Initiative, Leadership, Lightning Reflexes, Power Attack, Scribe Scroll, Spell Focus (Necromancy)
Skills Acrobatics +21, Craft (alchemy) +9, Knowledge (arcana) +16, Knowledge (drow religion) +15, Knowledge (planes) +6, Linguistics +11, Perception +18, Sense Motive +4, Spellcraft +9, Stealth +11
Racial Modifiers + 2 to Perception
Languages Abyssal, Common, Undercommon
SQ Immunities, resistances; drow abilities
Gear bracers of armor +10 [100,000 gp], ring of protection +2 [8,000 gp], pearl of power (2nd-level spells) [4,000 gp], pearl of necklace of prayer beads (karma) [5,000 gp], boots of speed [8,000 gp], cloak of arachnida [6,000 gp], staff of power (50 charges) [200,000 gp]
Environment underground
Organization Solitary
Treasure none
Rebuke Undead 7/day (Su) 12th-level cleric [3 class + 4 from Extra Turning feat, adds True Necromancer levels for determining turning level]
Spontaneous Casting (Sp) Can convert any prepared spell to an inflict wounds spell of the same level
Domains (Sp) Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below) Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies. Undeath -- free Extra Turning feat (included below)
Major Zone of Desecration (Su) Projects zone of negative energy to radius of 170 ft., acts as desecrate spell
Create Undead (Sp) Can create undead and create greater undead once per day each as spell-like ability, cast at 17th level
Added Spellcasting (Sp) Gains one effective spellcasting level in a prior spellcasting class per level of true necromancer; added +4 cleric and +3 wizard
Leadership 23 (Ex) 1 16th-level cohort, 90 1st-level followers, 9 2nd-level followers, 5 3rd-level followers, 3 4th-level followers, 2 5th-level followers, 1 6th-level follower
The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she could follow the ways of Urgathoa rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.
Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels, she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.
Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.
Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a Draegloth is a half-fiend terror that stalks the Underdark.
While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.
Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.
Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 23d8); hp 75; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +25 melee [+15 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +12 [+12 from master base], Ref +11 [+9 from master base, +2 Dex], Will +18 [+18 from master base]; Str 1; Dex 14; Con 10; Int 6; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
0 ft.