Drow Archnimancer
Drow Arachnimancer
Drow, E Medium Humanoid
Complex Monster, XP 7200
Level 18 (+7)
"Ignore my summons again at your own peril, Mage. Do not think that just because Lilith desires your expertise in Eldritch Magics that you are somehow irreplaceable. Your brothers thought the same thing once, and now they are fodder for her malformed slaves."
——Words commonly spoken to a Drow Arachnimancer
The Arachnimancer is the highest level of power both personally and politically a male dark elf can hope to attain within the confines of Drow Society. All females are required to be clerics, yet Lilith has need of those who wield the Eldritch Arts, so the mastery of this role falls to a few select males, almost always of noble birth, who show enough devotion and reverence to their dark mistress to be deemed worthy to wield such power. All of an Arachnimancer’s spells are themed around energies that pay homage to their faith, focusing on poison and corroding elements, as well as spider summoning and deadly mind-bending illusions. They are required to wear black and purple, light web-mesh armor called Drow Weave, ornamented with arachnid symbology. As many male Drow secretly resent their forced bondage, the position of the Arachnimancer is highly coveted, for while no male can truly be free of Lilith only the Arachnimancer shares equal footing with a Drow Priestess in the eyes of the demon queen.
Awareness
24
Senses
Darkvision
Initiative 27/1d6
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Morale
4
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Defenses
AC
26/26
Touch
24
Fort
19
Reflex
25
Will
24
Resistances: MR (1d6+5)
Vulnerabilities:
Defensive Actions
Empowered Shield
Once per round
When hit with an attack that targets AC, Touch, or Reflex, gain a +4 bonus to AC, Touch & Reflex till the end of the segment. (Basic)
Attributes / Saving Throws
STR
12 / 14
DEX
15 / 17
CON
11 / 13
INT
18 / 26
WIS
13 / 21
CHA
16 / 24
Saving Throw Modifiers: +4 vs Sleep & Charm
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 40ft / 3
At-Will
+13 vs AC
Dagger
1d4+3 Piercing damage (ArN 0)
REC 6, Reach 5ft
1d8+6 Bludgeoning damage
Grapple +11
Special Actions
Arachnimancer Abilities
On each turn, roll 1d10 to determine the actions available to the Arachnimancer. He can utilize powers and augments up to Eldritch Rank 7, has an Arcana of +15, and a Eldritch Might of 6.
Any result, choose one of the following:
♦ Basic Attack: Make a Dagger or Crossbow attack. (Basic)
♦ Poison Orb [CT 4, REC 3]: Target one creature within 100ft, +15 vs Reflex. On a hit, the target suffers 4d10+25 Necrotic damage. This is a Poison effect. (Basic, Pot 1d4+7, MR Yes)
♦ Spider Climb (Basic, Pot 1d4+7, MR Yes)
3 or more, choose one of the following:
♦ Web (Basic, Pot 1d4+7, MR No)
♦ Acid Arrow (Basic, Pot 1d4+7, MR No)
♦ Summon Spider Swarm [CT 5, REC 3]: Summon a Giant Spider Swarm within 40ft. Each Giant Spider functions autonomously thereafter, though the Arachnimancer may give them simple commands as a Free Action. These creatures otherwise act as a Summoned Creature. (Basic, Pot 1d4+7, MR No)
5 or more, choose one of the following:
♦ Green Amber [CT 4, REC 3]: Target all creatures within 20ft diameter area within 100ft, +15 vs Reflex. On a hit, targets suffer 4d6+40 Caustic damage and are Restrained until they break free [SE, ST 5d10 vs STR]. The hardened amber will inhibit movement through the area, even after creatures have escaped (consider it an obstacle that must be moved around or climbed over). (Advanced, Pot 1d8+7, MR Yes)
♦ Acid Storm [CT 6, Rec 5]: Target all creatures in a 40ft diameter area within 500ft, +15 vs Reflex. On a hit, targets suffer 4d6+40 Caustic damage and are in Pain (2) for 1d4 rounds. On a miss, targets suffer half damage. (Advanced, Pot 1d8+7, MR Yes)
♦ Phantasmal Killer (Advanced, Pot 1d8+7, MR Yes)
♦ Protection from Energy (Advanced, Pot 1d8+7, MR Yes)
8 or more, choose one of the following:
♦ Cloudkill (Legendary, Pot 1d12+7, MR No)
♦ Spider Transformation [CT 7, REC 6]: Targets one living creature within 50ft, +15 vs Fortitude. On a hit, the target is Polymorphed into a Giant Spider and is Dominated [SE, ST 5d10 vs CHA, save ends both conditions]. The target maintains its original hitpoints and Charisma Saving Throw (for purposes of saving from this power), but otherwise takes on all aspects of the Giant Spider. (Legendary, Pot 1d12+7, MR Yes)
♦ Eyebite (Legendary, Pot 1d12+7, MR Yes)
Innate Magic [Magical]
Each Ability may be used once per day:
♦ Darkness [REC 6]: Cause an object to radiate darkness out to 20 ft, causing bright light to become dim and dim light to become completely dark. Creatures within the area of dim light have Partial Concealment, while those in complete darkness have Superior Concealment. (Basic, Pot 1d4+1, MR No)
♦ Faerie Fire [REC 6]: All creatures and objects in 30ft diameter area within 100ft. Target's become outlined in a dim glow for 5 rounds, overcoming the benefits of natural or magical forms of Concealment (as with Faerie Fire Invocation). (Basic, Pot 1d4+1, MR Yes)
♦ Levitate: For 1 round, the Drow may Levitate up to 20ft as a Standard Action [REC 3]. (Basic, Pot 1d4+1, MR No)
Overland Movement
30 mi/day
Qualities
- Eldritch Shield: The Arachnimancer maintains a persistent Eldritch Shield, which grants a +3 shield bonus to AC, Touch, & Reflex. (Inc, Pot 1d4+7, MR No)
- Sunlight Sensitivity: When first exposed to Sunlight (or similarly bright light), te Drow is Blinded for 10 segments. Thereafter, the Drow suffers a -2 penalty to attacks and defenses and a -5 penalty to Spot checks and Awareness.
- Magic Resistance: 1d4 + [Mental Rank]. At 11th level, this increases to 1d6 + [Mental Rank]. At 21st level, it increases to 1d8 + [Mental Rank]. (inc)
- Elven Kin: Gain a +4 racial bonus to Balance checks and a racial bonus to saving throws vs. Sleep and Charm effects equal to twice their Mental Rank [STB 2x[Mental Rank]]. (inc)
- Strength of Mind: +2 racial bonus to Will (inc)
- Drow Weaponry: Drow weapons and armor are enchanted to give bonuses to Attack or AC, but this magic will only function for someone of Drow race. In other hands, the weapons are considered to be of Masterwork quality. Additionally, when a drow weapon is exposed to direct sunlight, it quickly degrades and immediately loses its magical properties.
Skills: Rank 3 Balance [+11], Rank 1 Climb [+2], Rank 2 Escape [+7], Rank 1 Jump [+3], Rank 6 Stealth [+15], Rank 1 Swim [+2], Rank 2 Tumble [+6], Rank 4 Listen [+11], Rank 5 Spot [+13], Rank 7 Alchemy [+17], Rank 4 Herbalism [+11], Rank 2 Orienteering [+7], Rank 8 Ritual Casting [+19], Rank 5 Investigate [+13], Rank 8 Eldritch Arts [+19], Rank 4 Charm [+11], Rank 3 Coercion [+6], Rank 4 Deception [+11], Rank 4 Manipulation [+11], Rank 6 Persuasion [+15], Rank 3 Aloofness [+9], Rank 3 Bravery [+7], Rank 6 Intuition [+15], Rank 5 Suspicion [+13]
Feats: Fast Initiative [2], Great Morale, Improved Attack, Heavy Hitter, Tough, Mental Fortification
Philosophies: Rank 5 Mental, Rank 2 Physical, Rank 1 Fey, Rank 7 Eldritch
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Drow Weave (+2/+2),
Social
Languages: Undercommon, Common, Elven
Composure: 24
Charm
+11
Coercion
+6
Deception
+11
Manipulation
+11
Persuasion
+15
Aloofness
+9
Bravery
+7
Intuition
+15
Tolerance
+2
Suspicion
+13
Prejudices:
- Above World Creatures: Hate 1, Doubt 1
- Elves: Hate 2
Motives: