Drow Toxicant: Difference between revisions
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Revision as of 17:01, 13 August 2019
Drow Toxicant (CR 16)
Lawful Evil - Medium - Fey (Drow) |
---|
Lore: | Know (Nature) | ||
32 | 47 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
37 | +27 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
441 | 220 | 31 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +13 |
Will: | +18 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Censer Flail +24 (3d8+18/19-20 x2)
as bludgeoning (physical, common)
plus: Languishroot Vapor (automatic)
Full Attack (Melee):
- 3x Censer Flail +24 (3d8+18/19-20 x2)
as bludgeoning (physical, common)
plus: Languishroot Vapor (automatic)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
14 |
STR |
14 |
DEX |
18 |
CON |
20 |
INT |
20 |
WIS |
24 |
CHA |
Skills:
- Diplomacy: 28
- Knowledge (Local): 28
- Perception: 27
- Sense Motive: 28
- All other skills: 22 (no ranks)
Languages: Common, Undercommon, Awnsheghlien
Feats:
- Selective Spell (EFFECT: Selective Spell (Feat))
Special Abilities
Languishroot Miasma (Ex, Aura) |
In combat, the Toxicant is surrounded by an aura which affects all enemies who enter it or begin their turn in it. When the aura triggers on each enemy, it applies Languishroot Vapor (see below) on them. The size of the aura begins as a 10-foot radius, centered on the Toxicant. At the end of any turn in which the Toxicant does not use a move action for movement, the Miasma increases in radius by 10 feet to a maximum radius of 60 feet. If they use a move action to move, the aura resets to a 10-foot radius. |
Bladestorm (Sp) |
As a standard action, a Drow Toxicant may evoke a terrible storm of whirling blades that fills a 30-foot square area (6x6 space) within 300 feet of their position. Creatures caught within or who enter the area of effect suffer 3d8+18 points of slashing (physical, common) damage unless they make a Reflex saving throw against a DC of 27. Making this save reduces the damage by half. Note that the Bladestorm persists until the end of the combat unless dispelled. Any creature that enters the area or begins its turn in the area takes damage as above, with a Reflex saving throw, DC 27, for half. While it persists, Bladestorm does not block line of sight but it does block line of effect: It is not possible to fire projectiles, throw weapons, or cast spells through it. Note: Weapons with the Ponderous property are unaffected by Bladestorm's blockage of Line of Effect. |
Night Strike (Sp) |
As a standard action, a Drow Toxicant may draw upon the evil deific power they draw from their House and hurl down a blast of Negative energy. This affects a 30-foot radius (6x6 square area) within 100 feet of their position. All creatures caught in the area of effect must make a Will save against a DC of 27 or take 4d10+23 points of negative (energy, uncommon) damage and are Sluggish until the end of their next turn. If the save is made, they take half damage and do not suffer the Sluggish effect.
|
Languishroot Vapor (Ex) |
When a Toxicant makes any melee attack with their Censer, or an enemy triggers their Languishroot Miasma, that enemy will be affected by Languishroot Vapor, with the following effects:
|
Drow Toxicant
Of the teeming masses of male Drow, many of them are rugged sorts, able and willing to draw blades and battle to the death for their House and Matriarch without hesitation.
- But those are not the only kinds of Drow males.
- Drow Toxicants are the smart, studious, devout, slightly-built and fiercely intelligent sort of Drow males. They handle all the administration of the Great Houses, taking care of the clerical drudgery required to support the great armies of the Regents. But that does not make them incapable combatants! If anything, their fierce devotion, great intelligence, and unconventional attacks make them more dangerous than more martially inclined Drow.
- Indeed, Toxicants are dangerous and capable enough that special care is expended to make utterly certain they are as loyal as it is possible to be. As a result, Drow Toxicants treat their Houses with truly religious fervor and even draw Divine power from this worship! They use this power to even further extend their dangerous combat abilities while also providing succor and support for more martial Drow they may be partnered with.
Combat Tactics
Toxicants are deadly in mixed fights, where they will typically hang well back and allow their Languishroot Miasma Aura (spread constantly by the smoking thurible-flails they carry) to cover them. They will erect Bladestorms upon any enemies they can see, both to damage them and force them to move so their ranged attacks will work.
- They have several nasty tricks they can use when allied with more martial types. Making an ally immune to Bladestorm and then casting it on them in the middle of melee is one, another is using Night Strike as a healing spell (risky, as they might kill their ally before the healing kicks in). Note it is possible for the healing effect of Night Strike to backfire (the damage slays the ally before the heal works), but those sorts of eventualities are why Drow are Evil.
- Once battle is joined, Toxicants will strive to stay at a distance, but if forced into melee they will use their Censors effectively. Note that each swing forces a save versus Languishroot Vapor, hit or miss! (Inhalation poison.) Due to their nigh-religious fervor and utter devotion to their House, they will never withdraw from a fight unless ordered by a Drow female.
Out of Combat
Toxicants use their genius intellect and ferocious, fanatical, loyalty to their House to run the books, boss other Dow around, and generally devote their lives to advancing the Drow war machine. Toxicants also use their ridiculously high charisma and soft, expressive features to move forward with the Drow Ladies, which doesn't make them popular at all with the other Drow males.
Rewards
XP: 76,800
Treasure: Sellable Goods worth 43,125 gp.
- Weight: 160 lbs. Volume: 6.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |