Drow

Dark elves number among the cruelest, most sadistic creatures to live above or below the surface of the world. While no intelligent race is uniformly evil or uniformly good, drow society codifies brutality, rewards viciousness, and roots out those who don't conform to the race's elevation of malice and chaos. These dogmas permeate all aspects of drow life—an existence punctuated by betrayal, assassination, calculated scheming, and baseless acts of destruction. Most cultures holding to such beliefs would quickly be consumed by the chaos they embrace, but dark elves have forged an enduring society in which civility and a caste-based hierarchy balance the ever-present machinations and acts of treachery.

Dark elves resemble their surface kin in form: lithe and graceful, with angular features and distinctly pointed ears. However, centuries of divergence have made the two races inverted reflections of one another. A dark elf's skin is either a cold blue-black, lusterless like a starless night or with a sheen akin to volcanic glass, or a deep purple, like the diluted violet of a dawn sky. Drow eyes are milky white with no pupils, adapted to an existence with little or no light. A dark elf's hair is typically white and fine.

Most surface elves think of the drow as a different race—one that represents all that "true" elves shun and have cast away. The hard truth is that the dark elves originated when a corruption transformed surface elves. The drow are proof of the lurking possibility of evil in any creature.

The true origin of the drow is shrouded in the darkness of the caverns beneath the surface of the world. After a great cataclysm drove the surface elves from their homes, many took shelter in tunnels beneath the earth. Orcs, duergar, and even fouler creatures battled them for survival in this lightless world, and time and again the elves found themselves outmatched by creatures better suited to the environment. Defeat and desperation forced them to flee deeper and deeper.

Eventually, their flight into the depths of the world brought the elves close to a mysterious source of unbridled chaos and malevolence. This influence warped their bodies and minds, granting them great power at the cost of their morality and souls. Just as they had fled their ancestral lands above, so now had they fled from what made them elves in the first place. Rather than resist this influence, the elves embraced it. The lost tribe became the first of the world's drow.

In the centuries to follow, the dark elves grew more at home in the dark. They developed supernatural powers, perfected the use of poisons, gained the ability to see in the dark, and became able to resist magical attacks. In time, they embarked upon a campaign to conquer the lands beneath the world, deeming themselves superior to all other forms of mortal life. They sought aid and further power to achieve their aims more quickly. Their priests turned to the Abyss, pledging themselves and their families to numerous demon lords—and the demons were eager to accept the drow's fealty. Favor with a demon lord became a key element to securing power within drow society.

In the ensuing millennia, the drow became the undisputed masters of their lightless realm. As they spread, they created vast underground cities ruled by fickle noble houses. Eventually, however, demonic influence and the drow's ingrained cruelty turned their focus and resolve into endless treachery. The Lords of the Abyss delight in the fractious mayhem of their vassals, regardless of whether they are slaughtering other races or each other. While such a society comprising lesser beings might have quickly collapsed, the drow's civilization endured, in part because of mercilessly enforced laws and etiquette that rein in their pitiless aspirations and most audacious betrayals.

As a result of the Abyssal compact that twisted dark elf society into what it is today, roughly one drow child in 20 is born with magical powers that far exceed those of her peers. These "noble drow" usually climb to the highest peaks of dark elf society. For reasons that remain unclear, drow nobles are almost exclusively female. This skewing of power helped shape the strong and brutal matriarchy now ingrained in drow culture.

The upper echelon of any drow settlement, underground village, or grand metropolis is uniformly female. In larger cities, drow matrons head great houses that serve as both centers for their families and power nexuses. These matrons are often clerics or wizards, as are their cadres of advisors. Regiments of trained drow warriors serve each house and its matron. The drow toiling in the direct shadow of a great house affirm their loyalty by reporting the schemes and ambitions of other servants, in an attempt to curry favor and gain the privilege of serving greater members of the house. Outside the noble houses, drow act as merchants, traders, and information brokers. Life for non-nobles is a delicate balancing act of maintaining lucrative relationships with influential houses while avoiding becoming entangled in others' feuds.

Slaves constitute the lowest level of drow society. Drow covet these captives of other subterranean races, and collect them as spoils of battle. The drow put slaves to work mining ore, constructing elaborate subterranean structures, and toiling in the great fungus beds that feed the dark elves. Most lead short, terrible lives as the drow work them to death. Slaves with specialized training like spellcasters, linguists, or sages sometimes serve in non-noble drow households, where they perform roles that drow servants fill in the greater houses. While this existence is better than that of menial laborers, the drow's relentless pursuit of social status ensures that any house that uses "common" races as servants will one day rid themselves of these markers of lower-class living.

Full statistics for drow can be found in their Bestiary entry.

New Rules

Centuries of research, demonic influence, and exposure to bizarre materials have inspired many drow innovations.

Drow Alchemist Discoveries

The following discoveries are available to drow alchemists. These discoveries modify bombs and are marked with a dagger () to indicate they do not stack. Only one such discovery can be applied to an individual bomb.

Blackstar Bomb (Su): This bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity. The target takes damage as if hit by a void bomb. All other creatures within 5 feet of the target are subject to a bull rush. The alchemist uses his alchemist class level in place of his Combat Maneuver Bonus, and adds his Intelligence modifier in place of his Strength or Dexterity modifier to resolve the bull rush attempts. Creatures moved by a blackstar bomb are pushed directly away from the target's square. An alchemist must have the void bomb discovery to create blackstar bombs.

Void Bomb (Su): By combining the spores from strange fungi with slivers from extradimensional voids, some drow alchemists create bombs that cause bursts of gravity capable of crushing those inside. Void bombs deals 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every 2 alchemist levels beyond 1st, instead of 1d6. A creature hit by the bomb must succeed at a Reflex save against the bomb's DC. If it fails, it is knocked prone and can't get up for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round. Other creatures within 5 feet of the bomb's target take no damage, but must succeed at a Reflex save against the bomb's DC or have all their movement speeds reduced to 5 feet for 1 round. An alchemist must be 6th level before selecting this discovery.

Drow Feats

The following feats are available to drow.

Angelbane Strike

You channel the power of your Abyssal patron through your weapon to punish the righteous.

Prerequisites: Channel Smite, divine caster level 5th, channel negative energy class feature, demon lord patron deity.

Benefit: When you use Channel Smite against a living creature with a good alignment, you treat all 1s on the channel smite damage dice as 2s.

If your target is either a good outsider or a divine caster who serves a good deity, you are considered 2 levels higher when determining how many channel energy damage dice you roll when using Channel Smite.

Shadow Shroud

Using a portion of your innate magic, you cloak your body in darkness to evade attacks.

Prerequisites: Combat Reflexes, darkness racial spell-like ability.

Benefit: As an immediate action, you can create a shifting haze of darkness around yourself, granting you concealment against one attack. The haze dissipates after the attack is resolved. You can use this ability once per day, plus one additional time per day when your caster level for your racial darkness spell-like ability reaches 5th, 10th, 15th, and 20th.

Sniper's Lantern

You use your innate magic powers to target enemies and spot their weaknesses.

Prerequisites: Point Blank Shot, dancing lights racial spell-like ability.

Benefit: You can use your dancing lights racial spell-like ability to create one orb of penetrating light. This light grants you a +2 insight bonus on all ranged attacks made against targets within 5 feet of the light's location. You can direct this light to a new location anywhere within the spell's range as a move action, otherwise the effect functions exactly like dancing lights . You can use this ability once per day, plus an additional time per day when your caster level for your racial dancing lights spell-like ability reaches 5th, 10th, 15th, and 20th.

Drow Equipment

The following equipment is available in drow communities.

Light-Killer's Grease

Price 25 gp; Weight

Keenly aware of their vulnerability to light and to those who wield it as a weapon, the drow have pioneered many ways to defend themselves against light—magic or otherwise. Light-killer's grease is a pungent, oily alchemical substance harvested from underground fungus and mixed with powdered minerals common in the deep earth.

When combined correctly, this black, tarry mass absorbs light. It must be applied around a creature's eyes (a full-round action) to function. When worn, it negates the dazzled condition from exposure to bright light and grants a +1 alchemical bonus on saving throws against spells and effects with the light descriptor. The grease is considered an overpowering scent for the purpose of the scent special ability, and a creature with scent can pinpoint the wearer's location at a range of 10 feet instead of 5 feet.

Once applied, the grease remains potent for 1 hour. Removing the grease is a full-round action that requires a gallon of water or another suitable washing liquid; otherwise, the visual marks can be removed, ending the effect, but the smell remains for the full duration.

Crafting light-killer's grease requires a successful DC 15 Craft (alchemy) check.

Spiderdraw

Price 40 gp; Weight 1/2 lb.

This alchemical fluid is viscous and clear, and it emits a strong chemical smell when exposed to air. Vermin are attracted to it and perceive anything marked with it as prey. Spiders, insects, and similar vermin gain a +5 bonus on Perception checks and attack rolls against a creature marked with spiderdraw; if these creatures have the scent ability, they can detect a marked creature at five times the normal range, note its direction as a free action, and pinpoint it when it is within 25 feet.

Drow sometimes use spiderdraw as a contact poison or splash weapon against opponents, allowing vermin to focus on the marked targets while the drow retreat, regroup, or move to a more advantageous position. Washing off the spiderdraw is a full-round action requiring at least a gallon of water or other suitable washing liquid; otherwise, the effects last for 1 hour.

Crafting spiderdraw requires a successful DC 20 Craft (alchemy) check.

Drow Magic Items

The following magic items are available to drow.

Caver's Bolt

Price 6,000 gp; Slot none; CL 5th; Weight 1/2 lb.; Aura moderate evocation

Unable to use levitate like noble drow, common drow sometimes rely on these magical bolts to keep pace on climbs to the surface world or when delving deep caves.

A caver's bolt resembles a weighty, iron-banded crossbow bolt with a steel tip, capped with prongs and hooks. It resizes itself to fit any Small or Medium crossbow, and can be used as a nonmagical grappling arrowUE. The bearer loads the bolt into a crossbow, chooses a solid surface within weapon range, and speaks a command word to launch the bolt and embed it in the surface. The launched bolt trails a ghostly purple chain of force connected to the crossbow. Anyone holding the crossbow can speak a command word to retract the chain at a rate of 30 feet per round, pulling the user toward the embedded bolt. The force chain can support 500 pounds (hardness 10, 10 hp, break DC 28). Once the chain is fully retracted, the bolt can be used again. If the force chain is severed or broken, the caver's bolt ceases to function for 24 hours.

Construction Requirements

Cost 3,000 gp

Craft Wondrous Item, force hook charge

Extractor's Gloves

Price 5,000 gp; Slot hands; CL 5th; Weight —; Aura moderate transmutation

These black leather fingerless gloves are shot through with strands of giant spider webbing. They allow their wearer to steal the special abilities of an opponent's weapon and augment the wearer's unarmed strikes with the abilities instead.

Once per day, the wearer can activate the gloves by succeeding at an unarmed disarm combat maneuver against an opponent's magic weapon. Instead of disarming the weapon, the wearer can negate the weapon's special abilities (bane, flaming, and so on) for 1d4 rounds and apply these abilities to her own unarmed strikes (the weapon's enhancement bonus is unaffected). Any weapon special abilities that couldn't be applied to unarmed strikes (such as returning or vorpal ) are still suspended on the weapon but are not applied to the wearer's unarmed attacks.

If the wearer's unarmed strikes already have magical weapon special abilities (such as from an amulet of mighty fists ), the enhancement bonus and special ability bonus equivalents on the wearer's unarmed strikes can't total more than +10; stolen special abilities are discarded at random until the total is +10 or less (discarded abilities are still suspended in the opponent's weapon for the normal duration).

Construction Requirements

Cost 2,500 gp

Example Drow

Drow Scouts

Scouts are cunning and resourceful, but still must prove themselves to higher-ranked drow before being considered anything but expendable.

Drow Scout CR 1

XP 400

Drow rogue 2

CE Medium humanoid (elf)

Init +3; Senses darkvision 120 ft.; Perception +8

Defense

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)

hp 16 (2d8+4)

Fort +1, Ref +6, Will +1; +2 vs. enchantment

Defensive Abilities evasion; Immune sleep; SR 8

Weaknesses light blindness

Offense

Speed 30 ft.

Melee short sword +2 (1d6+1/19–20)

Ranged mwk shortbow +6 (1d6/×3 plus poison)

Special Attacks sneak attack +1d6

Spell-Like Abilities (CL 2nd, concentration +2)

1/day—dancing lights, darkness, faerie fire

Statistics

Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 10

Base Atk +1; CMB +2; CMD 15

Feats Weapon Focus (shortbow)

Skills Acrobatics +8, Climb +6, Disable Device +7, Knowledge (dungeoneering) +5, Knowledge (local) +4, Perception +8, Sense Motive +5, Stealth +8, Survival +3, Swim +5

Languages Elven, Undercommon

SQ poison use, trapfinding +1

Combat Gear potion of cure light wounds, drow poison (2), tanglefoot bag; Other Gear mwk studded leather, mwk shortbow and 20 arrows, short sword, 14 gp

Drow Master Scout CR 7

XP 3,200

Drow rogue (sniper) 8

CE Medium humanoid (elf)

Init +4; Senses darkvision 120 ft.; Perception +14

Defense

AC 19, touch 15, flat-footed 15 (+4 armor, +1 deflection, +4 Dex)

hp 55 (8d8+16)

Fort +3, Ref +10, Will +3; +2 vs. enchantment

Defensive Abilities evasion, improved uncanny dodge; Immune sleep; SR 14

Weaknesses light blindness

Offense

Speed 30 ft.

Melee mwk short sword +10/+5 (1d6+2/19–20)

Ranged +1 composite shortbow +11/+6 (1d6+3/×3 plus poison)

Special Attacks deadly range (+20 feet), sneak attack +4d6

Spell-Like Abilities (CL 8th, concentration +8)

1/day—dancing lights, darkness, faerie fire

Tactics

During Combat A drow master scout focuses on disabling enemies—especially healers—with ranged attacks using sneak attacks, poison, and energy arrows.

Statistics

Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10

Base Atk +6; CMB +8; CMD 23

Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (short sword)

Skills Acrobatics +15, Climb +10, Disable Device +13, Knowledge (dungeoneering) +9, Knowledge (geography) +2, Knowledge (local) +7, Linguistics +5, Perception +14, Sense Motive +9, Stealth +15, Survival +7, Swim +9

Languages Common, Dwarven, Elven, Undercommon

SQ poison use, rogue talents (bleeding attack +4, fast stealth, sniper's eye, surprise attack)

Combat Gear +1 flaming arrows (4), +1 frost arrows (4), +1 shock arrows (4), potion of cat's grace, potion of cure moderate wounds, potion of invisibility, drow poison (4); Other Gear +1 studded leather, +1 composite shortbow with 20 arrows, mwk short sword, ring of protection +1, 136 gp

Drow House Soldiers

A house guard is better trained and equipped than a common warrior defending a drow city or caravan.

Drow House Guard CR 2

XP 600

Drow fighter 3

CE Medium humanoid (elf)

Init +3; Senses darkvision 120 ft.; Perception +6

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 24 (3d10+3)

Fort +3, Ref +4, Will +2 (+1 vs. fear); +2 vs. enchantment

Defensive Abilities bravery +1; Immune sleep; SR 9

Weaknesses light blindness

Offense

Speed 30 ft.

Melee mwk longsword +7 (1d8+2/19–20 plus poison)

Ranged repeating heavy crossbow +7 (1d10/19–20 plus poison)

Spell-Like Abilities (CL 3rd; concentration +3)

1/day—dancing lights, darkness, faerie fire

Tactics

During Combat The house guard uses alchemical weapons and poison against spellcasters.

Statistics

Str 14, Dex 17, Con 11, Int 10, Wis 12, Cha 10

Base Atk +3; CMB +5; CMD 18

Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating crossbow), Point-Blank Shot, Weapon Focus (longsword)

Skills Climb +6, Perception +6, Stealth +5

Languages Elven, Undercommon

SQ armor training 1, poison use

Combat Gear +1 frost bolt, potion of cure light wounds, drow poison (2), smokesticks (2), tanglefoot bag, thunderstones (2); Other Gear mwk chain shirt, mwk longsword, repeating heavy crossbow with 20 mwk bolts, 47 gp

Drow House Captain CR 6

XP 2,400

Drow fighter 7

CE Medium humanoid (elf)

Init +4; Senses darkvision 120 ft.; Perception +8

Defense

AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)

hp 55 (7d10+12)

Fort +5, Ref +6, Will +3 (+2 vs. fear); +2 vs. enchantment

Defensive Abilities bravery +2; Immune sleep; SR 13

Weaknesses light blindness

Offense

Speed 30 ft.

Melee +1 longsword +12/+7 (1d8+6/19–20 plus poison)

Ranged mwk repeating heavy crossbow +12/+7 (1d10/19–20 plus poison)

Special Attacks weapon training (heavy blades +1)

Spell-Like Abilities (CL 7th; concentration +7)

1/day—dancing lights, darkness, faerie fire

Statistics

Str 14, Dex 18, Con 11, Int 10, Wis 12, Cha 10

Base Atk +7; CMB +9; CMD 23

Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating crossbow), Point-Blank Shot, Quick Draw, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)

Skills Climb +5, Perception +8, Sense Motive +3, Stealth +12

Languages Elven, Undercommon

SQ armor training 2, poison use

Combat Gear +1 frost bolts (6), potion of cure moderate wounds, acid (2), drow poison (4); Other Gear +1 chainmail, +1 longsword, mwk repeating heavy crossbow with 20 bolts, 66 gp

Drow Priest

The drow priest enjoys many blessings granted to her by the demon prince of forbidden magic.

Drow Priest CR 5

XP 1,600

Drow noble cleric 5

CE Medium humanoid (elf)

Init +5; Senses darkvision 120 ft.; Perception +11

Defense

AC 24, touch 13, flat-footed 23 (+9 armor, +2 deflection, +1 Dex, +2 shield)

hp 31 (5d8+5)

Fort +5, Ref +2, Will +8; +2 vs. enchantment

Immune sleep; SR 16

Weaknesses light blindness

Offense

Speed 20 ft.

Melee mwk flail +4 (1d8)

Special Attacks channel negative energy 7/day (DC 14, 3d6), hand of the acolyte (7/day)

Spell-Like Abilities (CL 5th)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—dispel magic, divine favor, suggestion (DC 15)

Domain Spell-Like Abilities (CL 5th; concentration +9)

7/day—touch of evil (2 rounds)

Cleric Spells Prepared (CL 5th; concentration +9)

3rd—chain of perdition, dispel magic D, protection from energy

2nd—align weapon D (evil only), dread bolt (DC 16), hold person (DC 16), spiritual weapon

1st—cure light wounds, entropic shield, murderous command (DC 15), protection from good D, shield of faith

0 (at will)—bleed (DC 14), detect magic, detect poison, read magic

D domain spell; Domains Evil, Magic

Tactics

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.

Statistics

Str 10, Dex 12, Con 12, Int 14, Wis 18, Cha 15

Base Atk +3; CMB +3; CMD 14

Feats Combat Casting, Extra Channel, Improved Initiative

Skills Bluff +3, Diplomacy +6, Intimidate +7, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +10, Perception +11, Sense Motive +12

Languages Abyssal, Common, Elven, Undercommon

SQ poison use

Combat Gear potion of invisibility, potion of owl's wisdom, scroll of cure moderate wounds, scroll of cure serious wounds, scroll of magic weapon ; Other Gear mwk full plate, heavy steel shield, mwk flail, spell component pouch, 167 gp

Having manipulated and assassinated her way into the middle ranks of her church, the drow priest uses her powers to eliminate rivals as she continues her climb. The drow religious orders are just as cutthroat as every other aspect of drow society. Their priests see the ability to out-scheme one's foes as a sign of the unholy favor of their demonic patrons.

Drow Demonic Champion

Chosen by the most powerful nobles to serve as generals and bodyguards, demonic champions embody all of the brutal, cruel, and murderous impulses instilled in the drow race and valued by their society.

Drow Demonic Champion CR 9

XP 6,400

Drow antipaladin 10

CE Medium humanoid (elf)

Init +5; Senses darkvision 120 ft.; Perception +11

Aura cowardice (10 ft.), despair (10 ft.)

Defense

AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 shield)

hp 79 (10d10+20)

Fort +11, Ref +7, Will +9; +2 vs. enchantments

Immune sleep, disease; SR 16

Weaknesses light blindness

Offense

Speed 20 ft.

Melee +1 scimitar +16/+11 (1d6+5/15–20)

Ranged heavy crossbow +12 (1d10/19–20)

Special Attacks channel negative energy (DC 18, 5d6), smite good 4/day (+3 attack and AC, +10 damage)

Spell-Like Abilities (CL 10th; concentration +3)

1/day—dancing lights, darkness, faerie fire

Antipaladin Spell-Like Abilities (CL 10th; concentration +13)

At will—detect good

Antipaladin Spells Prepared (CL 7th; concentration +10)

3rd—litany of sight

2nd—invisibility, silence (DC 15)

1st—litany of sloth, murderous command (DC 14), protection from good

Tactics

Before Combat The demonic champion casts invisibility and protection from good on herself, then uses her scroll of defile armor on her full plate. She prefers to use her fiendish boon ability to grant her scimitar the anarchic, flaming, unholy, or vicious weapon special ability.

During Combat The demonic champion uses smite good and Channel Smite with her scimitar attacks to harm foes, or uses her cruelties and touch of corruption to disable opponents. She casts silence to interfere with spellcasters employing ranged spells against her.

Statistics

Str 18, Dex 12, Con 12, Int 12, Wis 8, Cha 16

Base Atk +10; CMB +14; CMD 25

Feats Channel Smite, Improved Critical (scimitar), Improved Initiative, Shield Focus, Weapon Focus (scimitar)

Skills Acrobatics +0, Climb +3, Intimidate +11, Perception +11, Stealth +8

Languages Elven, Undercommon

SQ cruelties (dazed, nauseated, sickened, staggered), fiendish boon (weapon +2, 2/day), poison use, touch of corruption 8/day (5d6)

Combat Gear potion of cure serious wounds, potion of delay poison, potion of haste, scroll of defile armo r, scroll of invisibility, acid (2), alchemist's fire (2), antitoxin; Other Gear +1 full plate, +1 heavy steel shield, +1 scimitar, heavy crossbow with 10 mwk bolts, belt of giant strength +2, 69 gp

A demonic champion has been tested by the powers of the Abyss and emerged stronger for it. Her soul is scarred by centuries of depraved acts, and she is irredeemable in her evil—something she is happy to prove. Demonic champions enjoy many creature comforts within drow society thanks to the spoils they claim in war, but their bloodlust motivates them to repeatedly return to battle.

Drow Poisoner

This drow makes use of deadly venoms and alchemy.

Drow Poisoner CR 11

XP 12,800

Drow alchemist 12

CE Medium humanoid (elf)

Init +14; Senses all-around vision, darkvision 120 ft.; Perception +17

Defense

AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural)

hp 81 (12d8+24)

Fort +10, Ref +14, Will +5; +2 vs. enchantment

Immune sleep, poison; SR 18

Weaknesses light blindness

Offense

Speed 30 ft.

Melee mwk rapier +10/+5 (1d6/18–20 plus poison)

Ranged mwk hand crossbow +15 (1d4/19–20 plus poison) or bomb +14/+9 (6d6+5 fire)

Special Attacks bomb 19/day (6d6+5 fire and catch fire, DC 21, 10-ft. radius)

Spell-Like Abilities (CL 12th; concentration +12)

1/day—dancing lights, darkness, faerie fire

Alchemist Extracts Prepared (CL 12th)

4th—cure critical wounds, fluid form, greater false life, greater invisibility

3rd—countless eyes, displacement, eruptive pustules (DC 18), haste, protection from energy

2nd—alchemical allocation, resist energy (2), see invisibility, touch injection, vomit swarm

1st—anticipate peril (DC 16), bomber's eye, negate aroma, polypurpose panacea (DC 16), shield, true strike (2)

Tactics

Before Combat The poisoner drinks her Dexterity mutagen and her extracts of anticipate peril, countless eyes, and greater invisibility .

Base Statistics Without the Dexterity mutagen, anticipate peril, and countless eyes, the drow's statistics are Init +7; Senses no all-around vision; AC 21, touch 14, flat-footed 18; Ref +12, Will +6; Ranged mwk hand crossbow +13 (1d4/19–20 plus poison), or bomb +12/+7 (6d6+5 fire); Dex 17, Wis 12; CMD 23; Skills Disable Device +17, Fly +11, Heal +10, Perception +18, Stealth +14, Survival +10.

Statistics

Str 10, Dex 21, Con 12, Int 20, Wis 10, Cha 10

Base Atk +9; CMB +9; CMD 25

Feats Brew Potion, Extra Bombs, Improved Initiative, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Throw Anything

Skills Craft (alchemy) +20, Disable Device +19, Fly +13, Heal +9, Knowledge (arcana) +20, Knowledge (nature) +14, Perception +17, Spellcraft +20, Stealth +16, Survival +9, Use Magic Device +15

Languages Elven, Undercommon

SQ alchemy (alchemy crafting +12, identify potions), discoveries (explosive bomb, fast bombs, poison bomb [12 rounds/level], smoke bomb, strafe bomb, wings), mutagen (+4/–2, +2 natural, 120 minutes), poison use, swift alchemy, swift poisoning

Combat Gear potions of cure serious wounds (2), potion of gaseous form, potion of ghostly disguise, potion of invisibility, deathblade, dragon bile, drow poison (4), purple worm poison; Other Gear +2 chain shirt, mwk hand crossbow with 20 bolts, mwk rapier, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, 170 gp

Drow Matron

Born with unusual powers, the matron has survived coup attempts by countless rivals to remain the head of her house.

Drow Matron CR 15

XP 51,200

Drow noble cleric (demonic apostle) 15

CE Medium humanoid (elf)

Init +6; Senses darkvision 120 ft.; Perception +19

Defense

AC 24, touch 14, flat-footed 21 (+8 armor, +4 deflection, +2 Dex, +1 dodge)

hp 101 (15d8+30)

Fort +10, Ref +7, Will +18; +2 vs. enchantment

Immune sleep; SR 26

Weaknesses light blindness

Offense

Speed 20 ft.

Melee +1 heavy mace +12/+7/+2 (1d8+1)

Special Attacks demonic channel 7/day (DC 19, 8d6 plus sicken or special), hand of the acolyte (10/day), scythe of evil (7 rounds, 2/day)

Spell-Like Abilities (CL 15th; concentration +17)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—dispel magic, divine favor, suggestion (DC 15)

Domain Spell-Like Abilities (CL 15th; concentration +22)

10/day—touch of evil (7 rounds)

2/day—dispelling touch

Cleric Spells Prepared (CL 15th; concentration +22)

8th—fire storm (DC 25), unholy aura D (DC 25)

7th—blasphemy D (DC 24), destruction (DC 25), ethereal jaunt, summon monster VII

6th—antilife shell, antimagic field D, greater dispel magic, harm (DC 24), heal

5th—communal spell immunity, dispel good D (DC 22), fickle winds, flame strike (DC 22), slay living (DC 23), wall of stone (DC 22)

4th—cure critical wounds, dimensional anchor, divine power, freedom of movement, imbue with spell ability D, summoner conduit (DC 22)

3rd—bestow curse (DC 21), chain of perdition, dispel magic, invisibility purge, magic circle against good D, protection from energy, water breathing

2nd—align weapon D (evil only), delay poison, dread bolt (DC 19), hold person (DC 19), lesser restoration, protective penumbra, sound burst (DC 19)

1st—cure light wounds (2), entropic shield, murderous command (2, DC 18), protection from good D, shield of faith

0 (at will)—detect magic, detect poison, guidance, read magic

D domain spell; Domains Evil, Magic

Statistics

Str 10, Dex 14, Con 12, Int 14, Wis 24, Cha 15

Base Atk +11; CMB +11; CMD 25

Feats Combat Casting, Dodge, Extra Channel, Improved Initiative, Improved Iron Will, Iron Will, Spell Focus (necromancy), Toughness

Skills Bluff +10, Diplomacy +9, Intimidate +12, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +15, Perception +19, Sense Motive +20, Spellcraft +13

Languages Abyssal, Common, Elven, Undercommon

SQ poison use, quasit familiar

Combat Gear potion of displacement, potion of invisibility, scroll of blade barrier, scrolls of cure moderate wounds (2), scroll of mass cure serious wounds, scroll of summon monster VII ; Other Gear +2 mithral chainmail, +1 heavy mace, belt of incredible dexterity +2, headband of inspired wisdom +4, ring of protection +1, reliquary, spell component pouch, 183 gp

Abrakarn Viper

This massive, three-headed clockwork snake is crafted of brass and strange, dark alloys.

Abrakarn Viper CR 13

XP 25,600

CE Huge construct (chaotic, evil)

Init +3; Senses darkvision 120 ft., low-light vision; Perception +4

Defense

AC 30, touch 11, flat-footed 27 (+3 Dex, +19 natural, –2 size)

hp 139 (18d10+40)

Fort +6, Ref +9, Will +10

DR 10/—; Immune construct traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 24

Offense

Speed 40 ft.

Melee 3 bites +25 (2d8+9 plus poison)

Space 15 ft.; Reach 15 ft.

Special Attacks confusing critical, poison

Statistics

Str 28, Dex 17, Con —, Int —, Wis 19, Cha 1

Base Atk +18; CMB +29; CMD 42 (can't be tripped)

SQ demon-souled, find master, guard, shield other

Ecology

Environment any land

Organization solitary or pair

Treasure none

Special Abilities

Confusing Critical (Sp) If an abrakarn viper confirms a critical hit against an opponent with its bite attack, the opponent must succeed at a DC 23 Will save or be confused for 1 round (as lesser confusion ). The save DC is Charisma-based and includes a +9 racial bonus.

Demon-Souled (Ex) Bound demonic life force animates the viper, giving it the chaotic and evil subtypes.

Find Master (Su) As long as an abrakarn viper and its diadem are on the same plane, the viper can unerringly find the diadem's wearer (or just the diadem, if it is removed).

Guard (Ex) If so ordered, an abrakarn viper defends the wearer of the diadem. All attacks against the diadem's wearer take a –2 penalty when the wearer is within the viper's melee reach.

Poison (Ex) An abrakarn viper's bite injects poison from a hidden reservoir within its body. The creator must refill this reservoir manually. The reservoir holds enough poison for three successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically drow poison).

Shield Other (Sp) The wearer of an abrakarn viper's diadem can activate this ability as a standard action when within 100 feet of the viper. This ability transfers half the damage that would be dealt to the diadem's wearer to the viper (this ability does not provide the bonuses to AC or on saving throws granted by the spell of the same name). Damage transferred in this way bypasses any defensive abilities the viper possesses (such as immunity or damage reduction).

Demonic spirits imbue this serpentine construct with the unnatural power to protect anyone who wears its diadem of control.

Construction

An abrakarn viper's body and its diadem of control are built from 5,000 pounds of magically treated brass and rare metals costing 10,000 gp in total.

Abrakarn Viper

CL 8th; Price 150,000 gp

Construction

Requirements Craft Construct, animate object, confusion, geas/quest, shield other ; Skill Craft (armor), Craft (blacksmithing), or Craft (weapons) DC 21; Cost 80,000 gp

Encounters

Drow are typically encountered in or around their subterranean strongholds, though they occasionally send raiding parties to the surface.

Temple Protectors (CR 8)

This group might be guarding a temple or they could be encountered while searching for enemies who have affronted their demonic patron.

Drow House Guards (3) CR 2

XP 600 each

hp 24 each

Drow Priestesses (2) CR 5

XP 1,600 each

hp 31 each

Raiding Party (CR 10)

When the drow set out to destroy a foe, they do so with an efficient brutality that makes their own vicious infighting look like an exchange of social pleasantries.

Drow House Guards (6) CR 2

XP 600 each

hp 24 each

Drow Master Scout CR 7

XP 3,200

hp 55

Drow Priestesses (2) CR 5

XP 1,600 each

hp 31 each

The Spider's Den (CR 12)

This group represents a distinguished poison crafter, her guards, and creatures from which she draws ingredients.

Drow House Captains (2) CR 6

XP 2,400 each

hp 55 each

Drow Poisoner CR 11

XP 12,800

hp 81

Giant Tarantula CR 8

XP 4,800

hp 115

Matron's Entourage (CR 16)

Nothing in drow society commands as much power nor wields as much influence as the matron of a ruling house. This group contains a matron, her cadre of advisors and spies, and bodyguards.

Drow Demonic Champion CR 9

XP 6,400

hp 79

Drow House Captains (4) CR 6

XP 2,400 each

hp 55 each

Drow Master Scouts (4) CR 7

XP 3,200 each

hp 55 each

Drow Matron CR 15

XP 51,200

hp 101