Drow Priestess
Drow Priestess
Drow, E Medium Humanoid
Complex Monster, XP 6800
Level 17 (+7)
"Welcome, sister. I trust you found your graduation ceremony enlightening. Now that you understand what it is to truly serve our Goddess, I expect the same level of devotion and obedience from you as we work to soar to the upper echelons of her city!"
——Lessons commonly taught to a Drow Priestess
The Drow Priestess is a fully-fledged servant of Lilith, in service to her church directly, or a Noble House. There are no commoner priestesses, as such an existence would surely cause them to lose the favor of their evil mistress. A Drow Priestess is beautiful in her wrath, dressed in the revealing garments of her faith as well as spider themed trinkets and finery to accentuate her faith as well as her body. Priestesses are feared throughout their culture as powerful figureheads, capable of horridly damaging magic, as well as acts of depravity and deceit that would put some demons to shame. To cross a Priestess of Lilith is to cross the goddess herself, and it is this ruling hierarchy that has kept the males and slaves of their city living in fear since they first came to the Everdeep.
Awareness
25
Senses
Darkvision
Initiative 25/1d6
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Morale
5
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Defenses
AC
25/31
Touch
20
Fort
20
Reflex
22
Will
24
Resistances: MR (1d6+4)
Vulnerabilities:
Attributes / Saving Throws
STR
12 / 16
DEX
11 / 15
CON
13 / 17
INT
17 / 24
WIS
16 / 23
CHA
16 / 23
Saving Throw Modifiers: +8 vs Sleep & Charm
Actions
Movement Modes
Shift 5ft / 3
Skirmish 30ft / 4
Sprint 60ft / 4
Special Actions
Drow Priestess Abilities
On each turn, roll 1d10 to determine the actions available to the Priestess.
Any result, choose one of the following:
♦ Basic Attack: Make a Melee or Ranged Basic Attack (Basic)
♦ Inflict Wounds [CT 1, REC 5]: Target one living creature touched, +14 vs Touch. On a hit, the target suffers 4d8+7 Necrotic damage. (Basic, Pot 1d4+9, MR Yes)
3 or more, choose one of the following:
♦ Unholy Blight [CT 7, REC 2]P: Target on creature within 100ft, +14 vs Will. On a hitk, the target suffers 4d8+7 Vile damage. Good creatures suffers double damage and are also Weakened [SE, ST 4d10 vs WIS]. Evil creatures take no damage. (Basic, Pot 1d4+9, MR)
♦ Cure Wounds [CT 2, REC 2, Limit 1 per creature per combat]: Target one living creature touched. Target regains its [Healing Value + 3d8 + 7] Hitpoints. (Basic, Pot 1d4+9, MR Yes)
5 or more, choose one of the following:
♦ Mass Inflict Wounds [CT 5, REC 3]P: Targets all living creatures in 30ft area (within 60ft), +14 vs Fortitude. On a hit, deal 3d8+60 Necrotic damage. (Advanced, Pot 1d8+9, MR Yes)
♦ Cause Blindness [CT 2, REC 2]P: Target one living creature within 100ft, +14 vs Fortitude. On a hit, the target is Blinded [SE, 4d10 vs CON]. (Advanced, Pot 1d8+9, MR Yes)
♦ Silence [CT 3, REC 6 (CT +2 per extra rnd, up to +6)]P: Create a 30ft diameter area (wihtin 100ft) of silence for 2 rounds. Alternatively, target a single creature or object, +14 vs Will. (Advanced, Pot 1d8+9, MR Yes)
♦ Divine Dispelling [CT 5, REC 4]P: Targets one magical effect. Make an Opposed Checks Potency check. (Advanced, Pot 1d10+9, MR No)
8 or more, choose one of the following:
♦ Flame Strike [CT 6, REC 4]P: 20ft diameter cylinder (40ft tall) within 100ft, +14 vs Reflex. On a hit, the target suffers 8d6 + 50 Fire and Annihilation damage. Half damage on a miss. (Legendary, Pot 1d12+9, MR Yes)
♦ Oppression [CT 5, REC 3]: Creates a 20ft aura that repels creatures attempting to move closer. The first time a creature within or entering the aura attempts to move closer, make an attack +14 vs Will. On a hit, the target cannot move closer while the aura is active. See Oppression for more details. (Legendary, Pot 1d12+9, 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
- 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 [+7], Rank 5 Stealth [+7], Rank 4 Listen [+11], Rank 6 Spot [+15], Rank 6 Alchemy [+15], Rank 3 First Aid [+9], Rank 4 Herbalism [+11], Rank 2 Orienteering [+7], Rank 7 Ritual Casting [+17], Rank 3 Survival [+8], Rank 4 Eldritch Arts [+11], Rank 7 Religious Arts [+16], Rank 3 Charm [+9], Rank 4 Coercion [+9], Rank 5 Deception [+13], Rank 5 Manipulation [+13], Rank 6 Persuasion [+15], Rank 2 Aloofness [+7], Rank 4 Bravery [+10], Rank 6 Intuition [+15], Rank 4 Suspicion [+11]
Feats: Great Morale [2], Fast Initiative [2], Improved Attack, Mental Fortification, Improved Potency
Philosophies: Rank 4 Mental, Rank 4 Physical, Rank 7 Divine
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Drow Chainmail (+1/+1), Drow Shortsword (+2)
Social
Languages: Undercommon
Composure: 24
Charm
+9
Coercion
+9
Deception
+13
Manipulation
+13
Persuasion
+15
Aloofness
+7
Bravery
+10
Intuition
+15
Tolerance
+2
Suspicion
+11
Prejudices:
- Above World Creatures: Hate 1, Doubt 1
- Elves: Hate 2
Motives: