Drow Militant: Difference between revisions
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'''Full Melee''' 3x Drow's Blade +18 (2d8+7/19-20x2) + Languishroot Poison | '''Full Melee''' 3x Drow's Blade +18 (2d8+7/19-20x2) + Languishroot Poison | ||
'''Ranged''' 2x Throwing Knives +18 (2d8+7/x2) + Languishroot Poison | '''Ranged''' 2x Throwing Knives +18 (2d8+7/x2) + Languishroot Poison, 20 foot range increment | ||
'''Special Attacks''' Bladed Dance, Knife Storm, Languishroot poison, Venom Sheath | '''Special Attacks''' Bladed Dance, Knife Storm, Languishroot poison, Venom Sheath | ||
'''Action Points''' 0 | '''Action Points''' 0 | ||
=== STATISTICS === | === STATISTICS === |
Revision as of 06:59, 6 September 2015
Drow Militant (CR 12)
Drow Militants are specially trained and prepared from birth to be the perfect extensions of their House. They are loyal right down to their marrow, and live to serve the will of the house.
Militants are quite adroit at spy missions, trade missions, and diplomatic endeavors, and if things go poorly, they are also sheer murder in a fight. Militants are allowed a fair degree of autonomy in Drow culture, since their loyalty is completely without question. That said, they always have a Consort minder somewhere nearby, at a minimum, and may be attached in service to a higher ranking member of their House as well. Militants are extremely capable, but having a female to consult from time to time is reassuring to them and improves their morale.
Militants often have a Drider or two as company and muscle, especially if their mission is of some importance to the House.
GENERAL
CR 12 Hit Dice 17
XP 19,200
LE, Medium Fey
Init +5; Senses [Standard Darkvision] 60', Perception +18
DEFENSE
AC 32, touch 20, flat-footed 27 (+7 armor, +5 dex, +5 natural, +5 deflection)
hp 249
Fort +15, Ref +12, Will +12
Aura: -
SR: - 22
Special Defenses: -
Immunities: -
Weaknesses: Vulnerability to Cold Iron
OFFENSE
Speed 30 ft, plus see Bladed Dance
Space / Reach: 5 ft. / 5 ft.
Single Melee Drow's Blade +18 (2d8+7/19-20x2) + Languishroot Poison
Full Melee 3x Drow's Blade +18 (2d8+7/19-20x2) + Languishroot Poison
Ranged 2x Throwing Knives +18 (2d8+7/x2) + Languishroot Poison, 20 foot range increment
Special Attacks Bladed Dance, Knife Storm, Languishroot poison, Venom Sheath
Action Points 0
STATISTICS
Str 14, Dex 20, Con 16, Int 14, Wis 16, Cha 16
Base Atk +12; CMB +19; CMD 28
Feats Power Attack EFFECT: (-4 to-hit, +8 damage), Improved Feint EFFECT: Make a Bluff Check to Feint as a move action
Skills Bluff +18, Diplomacy +18, Stealth +18
Languages Common, Undercommon, Awnsheghlien
SPECIAL ABILITIES
- Venom Sheath (Ex)
As a swift action, the Drow can reapply poison to his weapon. This is done with a practiced economy, as the blade is slid through a slotted cup-like device on his belt, near the sword's sheath. The cup-like device contains 10 doses of Languishroot poison, and can be refilled outside of combat.
As with all poisoned weapons, the poison is used up each time a target is struck by the blade, and new poison must be applied.
- Languishroot Poison (Ex)
poison (injury); Save Fortitude DC 21; Onset 1/round for 2 rounds; Effect 1d3 Dex damage and 3d6+1 points of non-lethal physical damage; Cure 1 save.
- Bladed Dance (Ex)
Once per encounter, may teleport up to 30 feet as a move action and make a single Drow's Blade attack against one target's flat-footed AC. After this attack, they may make a five foot step. They may use their Power Attack feat with this attack if they wish. if they have a use of Languishroot Poison, they may use that with Bladed Dance as well.
- Knife Storm (Ex)
Once per encounter as a full attack action, may make a single Throwing Knives attack at all foes in a thirty foot cone. All these attacks are resolved with no range modifier and ignores any penalty for attacking into melee. All these attacks that hit will inflict Languishroot poison unless a DC21 Fort save is made.
TREASURE
sell value of approximately 8,000 gp
COMBAT TACTICS
Militants are primarily used for trade, diplomacy, exploration, and the like. As a result, militants are always likely to try and talk their way out of any trouble, it's simply their nature. Do not forget that Militant's have Spell Resistance, and this emphasis on diplomacy is why: SR goes a long way to allow them to keep their secrets, not to mention making them even worse to deal with if it comes to a fight.
That said, once the fighting begins, Militants are very, very dangerous foes. They will typically declare a Power Attack and then teleport into their foe's ranks using Bladed Dance as their move action. They will then make the free five foot step, re-poison their blade with a swift action, and attack a second foe with their standard attack.
This is a devastating 'alpha strike' and will usually end most fights right then and there. If their foes are hardy enough to endure the Bladed Dance, then in the second round of combat they will typically resort to their Knife Storm attack and start working out ways to flee the combat. In their minds, anyone tough enough to stand up to them needs to be reported to their House as soon as possible.