Drow Regiment
Drow Regiment
Drow, E Medium Humanoid
Simple Monster, XP 2000 per Group (5 Drow)
Level 10 (+5)
"You’re going in as the first assault wave, and it is as decoys. If any of you have issue with this, you may report to the High Priestess for clarification. No issues? Good, I didn’t think there would be."
——Commands typically given to a standard Drow Regiment
Drow regiments are made up of a group of male dark elf warriors. They attack in well-coordinated units, disabling most enemies with relative ease. When used as soldiers in the regular infighting between Drow Noble Houses, they often serve as the first wave of real attackers, just behind the slave fodder. These are expendable warriors in the eyes of Drow society, but still deadly if left uncontested.
Awareness
18
Senses
Darkvision
Initiative
19/1d8
Hitpoints: 10
Healing Value: 2
Resilience: +2
Morale
1
AC
21/26
|
Touch
17
|
Fort
16
|
Reflex
17
|
Will
19
|
Defenses
Resistances: MR (1d4+2)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
14 / 17
|
DEX
13 / 16
|
CON
11 / 14
|
INT
12 / 14
|
WIS
9 / 11
|
CHA
14 / 16
|
Saving Throw Modifiers: +4 vs Sleep & Charm
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+9 vs AC
Mob Attack
Make one attack on each target adjacent to one or more Drow. On a hit, deal 1d6+2 Piercing damage. Gain a +1 Power bonus to the Attack Roll and a +5 Power bonus to damage for each additional Drow (beyond the first) adjacent to the target. If one or more Drow has advantages from flanking, apply the best bonus to this attack roll. (Basic)
1d8+4 Bludgeoning damage
Grapple +9
Special Attacks (3 AP)
Innate Magic
Each Ability may be used once per day:
♦ Darkness: 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: 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)
Sense Magic [1AP]
The Drow Can sense the presence of Magic in sight (within 10ft). (Basic)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Overland Movement
30 mi/day
Qualities
- Monster Group: Each Drow Regiment is comprised of 5 individual Drow Warriors, who attack cooperatively (see Mob Attack above), but are subject to attacks and damage individually.
- 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 2 Balance [+6], Rank 2 Climb [+2], Rank 1 Escape [+0], Rank 2 Jump [+3], Rank 3 Investigate [+6], Rank 4 Stealth [+6], Rank 1 Swim [+0], Rank 2 Tumble [+2], Rank 3 Listen [+6], Rank 3 Spot [+6], Rank 1 Hunting [+3], Rank 2 Orienteering [+4], Rank 2 Survival [+4], Rank 1 Eldritch Arts [+3], Rank 3 Martial Pract. [+8], Rank 3 Coercion [+7], Rank 2 Deception [+5], Rank 2 Manipulation [+5], Rank 1 Persuasion [+2], Rank 1 Aloofness [+3], Rank 2 Bravery [+5], Rank 2 Intuition [+4], Rank 2 Suspicion [+4]
Feats: Fast Initiative
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 1 Fey, Rank 2 Martial
Combat Training: Melee 2, Ranged 1, Parry 2, Reflex 1, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Drow Byrnie (+1/+1), Drow Shortsword (+1)
Charm
+1
|
Coercion
+7
|
Deception
+5
|
Manipulation
+5
|
Persuasion
+2
|
Aloofness
+3
|
Bravery
+5
|
Intuition
+4
|
Tolerance
+1
|
Suspicion
+4
|
Social
Composure: 17
Languages: Undercommon
Motives:
Prejudices:
- Above World Creatures: Hate 1, Doubt 1
- Elves: Hate 2