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Drow

Drow Enforcer

CR 1

XP 400

Drow soldier

CE Medium humanoid (elf)

Init +4; Senses darkvision 60 ft.; Perception +10

Defense

HP 20

EAC 16; KAC 18

Fort +3; Ref +1; Will +3; +2 vs. enchantment

Immunities sleep; SR 7

Weaknesses light blindness

Offense

Speed 25 ft.

Melee standard taclash +5 (1d4+2 S)

Ranged azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or shock grenade I +8 (explode [15 ft., 1d8 E, DC 10])

Offensive Abilities create darkness, fighting styles (arcane assailant), rune of the eldritch knight

Spell-Like Abilities (CL 1st) At will—dancing lights, detect magic

Statistics

Str +1; Dex +4; Con +1; Int -1; Wis +0; Cha +1

Skills Acrobatics +10, Intimidate +5, Stealth +5

Languages Common, Drow

Gear lashunta ringwear I, azimuth laser rifle with 4 batteries (20 charges each), shock grenades I (2), standard taclash

Ecology

Environment any

Organization pair, patrol (3–4), delegation (5–8 plus 1 drow noble arms dealer), or battalion (10–40)

Drow Noble Arms Dealer

CR 11

XP 12,800

Drow envoy

CE Medium humanoid (elf)

Init +3; Senses darkvision 60 ft., detect magic; Perception +26

Defense

HP 170; RP 6

EAC 26; KAC 28

Fort +10; Ref +12; Will +14; +2 vs. enchantments

Immunities sleep; SR 22

Weaknesses light blindness

Offense

Speed 30 ft.

Melee ultrathin longsword +19 (4d8+12 S)

Ranged LFD sonic pistol +21 (2d8+11 So; critical deafen [DC 20])

Offensive Abilities create darkness, limning light

Spell-Like Abilities (CL 11th) 1/day—dispel magic, suggestion (DC 19) At will—dancing lights, flight (2nd-level) Constant—detect magic

Statistics

Str +1; Dex +3; Con +1; Int +5; Wis +2; Cha +8

Skills Bluff +21, Diplomacy +26, Intimidate +26, Sense Motive +26, Stealth +21

Languages Abyssal, Aklo, Common, Drow, Eoxian

Other Abilities envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt)

Gear kasatha microcord IV (electrostatic eld mk 2, white force eld [15 HP]), LFD sonic pistol with 2 super-capacity batteries (80 charges each), ultrathin longsword

Ecology

Environment any

Organization solitary, pair, or delegation (1 plus 5–8 drow enforcers)

Special Abilities

Limning Light (Su) As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a -20 penalty to Stealth checks and don’t bene t from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location. This effect lasts for a number of minutes equal to the drow noble’s CR (11 minutes for a drow noble arms dealer). This ability has a range of 100 feet.

This page contains Open Game Content used under the Open Game License (OGL).