Drow High Priestess

Drow High Priestess
Level 20 (+8)
"You have worked hard for this honor my child. Now you will live in my house and carry out the will of Lilith as you were always meant to. Suffering is wisdom, as you have learned, and it is wisdom that you must share with all those who would cross our paths."
——Lessons commonly taught to a Drow High Priestess
A Drow High Priestess is among the most feared of Drow leaders. Directing lesser members of the church, nobles and soldiers to her whim, always to serve Lilith. A High Priestess is among the most frightening and beautiful of creatures to behold. Much like Lilith herself, to step into her chambers is to know brief pleasure, followed by agonizing death. The only thing higher in Drow society is a Matron Mother herself, so it is also at this level that life is the most dangerous for a Dark Elf Female. In addition to ruling those below her with an iron fist, and carrying out the demands of the Matron Mothers, the High Priestess must be ever vigilant for assassins and plots concocted by other lesser Priestesses to overthrow her. The position and powers granted a High Priestess are rarely given, they are taken in a moment of weakness, so any that elevate themselves to such a role know full well that nothing less than perfection in all things is acceptable.
Awareness
25
Senses
Darkvision
Initiative
25/1d6
Max HP
279
Resilience: +3
Healing Value: 55
Morale
4
Defenses
AC
27/33
Touch
21
Fort
21
Reflex
23
Will
26
Resistances: MR (1d6+5)
Vulnerabilities:
Attributes / Saving Throws
STR
12 / 15
DEX
11 / 14
CON
13 / 16
INT
16 / 24
WIS
16 / 24
CHA
17 / 25
Saving Throw Modifiers: +10 vs Sleep & Charm
Actions
Movement Modes
Shift 5ft / 3
Skirmish 30ft / 4
Sprint 60ft / 4
At-Will
+20 vs AC (Crit 13%/9)
Vile Rapier [Opportunity]
3d8+1 Vile damage (ArN 1)
REC 7, Reach 5ft
Good targets are also Sickened [SE, ST 4d10 vs CON].
1d8+2 Bludgeoning damage
Grapple +13
Special Actions
Drow High Priestess Abilities
On each turn, roll 1d10 to determine the actions available to the High Priestess. She can utilize powers and augments up to Divine Rank 8, has an Devotion of +16, and a Divine Might of 3.

Any result, choose one of the following:
Basic Attack: Make a Melee or Ranged Basic Attack (Basic)
Decay (Basic, Pot 1d4+10, MR Yes)
Entropic Shield (Basic, Pot 1d4+10, MR Yes)

3 or more, choose one of the following:
Ray of Darkness (Basic, Pot 1d4+10, MR Yes)
infernal Wound (Basic, Pot 1d4+10, MR Yes)
Divine Vengeance (Basic, Pot 1d4+10, MR Yes)
Hellfire Nimbus (Basic, Pot 1d4+10, MR Yes)
Deity's Curse (Basic, Pot 1d4+10, MR Yes)

5 or more, choose one of the following:
Poison (Advanced, Pot 1d8+10, MR Yes)
Sickening Breath (Advanced, Pot 1d8+10, MR Yes)
Soul Leech (Advanced, Pot 1d8+10, MR Yes)
Misfortune (Advanced, Pot 1d8+10, MR Yes)
Dispel Good (Advanced, Pot 1d8+10, MR Yes)

8 or more, choose one of the following:
Slay Living (Legendary, Pot 1d12+10, MR Yes)
Necrotic Fury (Legendary, Pot 1d12+10, MR Yes)
Energy Immunity (Legendary, Pot 1d12+10, MR No)
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
  • 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 1 Balance [+2], Rank 1 Climb [-2], Rank 1 Jump [-3], Rank 2 Search [+6], Rank 6 Stealth [+8], Rank 5 Listen [+12], Rank 6 Spot [+14], Rank 7 Alchemy [+16], Rank 2 First Aid [+6], Rank 4 Herbalism [+10], Rank 2 Orienteering [+6], Rank 8 Ritual Casting [+18], Rank 3 Survival [+8], Rank 4 Eldritch Arts [+11], Rank 7 Religious Arts [+17], Rank 3 Charm [+9], Rank 6 Coercion [+13], Rank 5 Deception [+13], Rank 6 Manipulation [+15], Rank 7 Persuasion [+16], Rank 2 Aloofness [+7], Rank 4 Bravery [+11], Rank 6 Intuition [+14], Rank 5 Suspicion [+12]
Feats: Great Morale, Fast Initiative [2], Improved Attack [2], Mental Fortification, Improved Potency
Philosophies: Rank 5 Mental, Rank 3 Physical, Rank 1 Fey, Rank 8 Divine
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Chainmail (+2/+2), Rapier (+3)
Social
Languages: Undercommon, Common, Elven
Composure: 25
Charm
+9
Coercion
+13
Deception
+13
Manipulation
+15
Persuasion
+16
Aloofness
+7
Bravery
+11
Intuition
+14
Tolerance
+3
Suspicion
+12
Prejudices:
  • Above World Creatures: Hate 1, Doubt 1
  • Elves: Hate 2
Motives: