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Monster Archetypes
Drow Commander CR 1
Monster Archetypes
Drow Commander CR 1
Drow commanders rule by intimidation. They use their acrobatics and Dexterity to their advantage when performing combat maneuvers.
Male Drow Warrior 3 (CR 1)
CE Medium Humanoid (Elf)Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +3
DEFENSE
AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 deflection)hp 19 (3d10+3)
Fort +4, Ref +4, Will +1
Immune sleep; SR 9
Weakness Light Blindness
OFFENSE
Speed 30 ft.Melee Masterwork Rapier -4 (1d6+1)
Ranged +1 Crossbow, Hand +2 (1d4+1 plus drow poison)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 12Base Atk +3; CMB +6; CMD 19
Feats Agile Maneuvers, Weapon Focus: Crossbow, Hand
Skills Climb +0, Diplomacy +2, Escape Artist +1, Fly +1, Intimidate +5, Perception +3, Ride +1, Sense Motive +1, Stealth +4, Swim +0
Languages Elven, Undercommon
SQ Elven Immunities, Elven Magic, Poison Use (Ex)
Combat Gear +1 Crossbow, Hand, Masterwork Rapier, Elven Chain; Other Gear Ring of Protection, +1
SPECIAL ABILITIES
Agile Maneuvers Use DEX instead of STR for CMBDancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (9) You have Spell Resistance.
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.
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