Drow Daywalker
Drow Daywalker (CR 3)
Lawful Evil - Medium - Fey (Drow) |
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Lore: | Know (Nature) | ||
8 | 22 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
51 | 25 | 4 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +1 |
Refl: | +6 |
Will: | +2 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Black Rapier +6 (1d8+1/19-20 x2)
as slashing (physical, common)
plus Languishroot Poison
Full Attack (Melee):
- 3x Black Rapier +6 (1d8+1/19-20 x2)
as slashing (physical, common)
plus Languishroot Poison
Standard Attack (Ranged):
- 1x Drow Handbow +7 (1d8+1/19-20 x2)
as piercing (physical, common)
(Increment: 20 ft.; Max Range: 200 ft.)
plus Languishroot Poison
Full Attack (Ranged):
- 3x Drow Handbow +7 (1d8+1/19-20 x2)
as piercing (physical, common)
(Increment: 20 ft.; Max Range: 200 ft.)
plus Languishroot Poison
Siege Damage: Not siege capable
Statistics
16 |
STR |
17 |
DEX |
13 |
CON |
13 |
INT |
12 |
WIS |
15 |
CHA |
Skills:
- Heal: 5
- Perception: 5
- Sense Motive: 6
- Survival: 5
- All other skills: 0 (no ranks)
Languages: Undercommon, Awnsheghlien, Common
Feats:
- Blind-Fight (EFFECT: Ignore partial or total concealment penalties with your melee attacks)
Special Abilities
Venom Sheath (Ex) Swift Action |
As a swift action, the Daywalker can reapply poison to his black rapier. This is done with a hasty jerk, as the blade is jammed through a
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) Automatic after successful attack |
The first time a drow Daywalker strikes with either his black rapier, or his drow handbow, after the weapon has been poisoned (including the first attack of encounter), there is a chance the target is poisoned. Languishroot is an herbal concoction that is very common in Drow society. It is a potent soporific and will quickly numb victims, making them clumsy and uncoordinated.
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Drow Daywalker
Drow Daywalkers are the ones who are sent Up. As a result, most people think that all Drow are Daywalkers, those dusky-complexioned, arrogant, odd-speaking murderous elves who like to lurk in darkness and seem to hate everybody. Daywalkers are actually young and inexperienced male Drow who have been deemed 'surplus' by their Darkling Mothers, and are sent to the upper realms on scouting missions, raids, minor diplomacy, or any of a thousand other make-work assignments to get the useless mouths out of the way of more serious business in the Unterwelt. Occasionally, those low-importance busy-work missions given to surplus males even turn up something useful, so the Maidens in Dusk will continue to send 'missions' to the light, just to see what turns up. Like all Drow, Daywalkers make extensive use of poisons. Daywalkers have a great sense of superiority to those who Walk Above, with some limited degree of truth there. After all, compared to your typical peasant, even a lowly Daywalker is pretty competent!
Combat Tactics
Daywalkers are fairly simple to run, since they have simple goals -- perform the task they were sent to perform, kill all who oppose them, and return to the Unterwelt. They will make heavy use of their Lanquishroot poison, and will typically try to keep half their number in the back ranks firing handbows, while the rest close in to melee. Drow Daywalkers are fairly well-trained in combat, and will try to avoid obviously heavily armored foes to strike at their softer fellows. Ranged attackers will target offensive casters and healers first, then ranged attackers, and if there are no such easy targets, will close in to attack in melee, trying to set up flanks where possible.
If a combat goes poorly for the Daywalkers, the hangers-back will break free and flee as soon as things look bad for their side. Drow are courageous and dedicated, but they are loyal to their orders, not each other, and have little taste for fighting to the death if they can run away and try to fulfill their goal later.
Unless there is a Consort or even higher ranking female Drow anywhere nearby. Then, the Daywalkers will expend themselves without hesitation.
Out of Combat
Daywalkers are sent to fulfill a mission, usually raiding a city or town, or on a minor diplomatic trip to speak with an Orc tribe or promising bunch of Bandits. As a result, Daywalkers are always 'on the prowl', and are rarely encountered at ease, or settled down in a camp. Rarely, a band of Daywalkers will be ordered to report to a Consort who is also above-ground, and such is a sure sign of Events In Motion.
If a precious Drow Female has been sent to look over their affairs, then Daywalkers will be tremendously motivated, to put it mildly.
Rewards
XP: 800
Treasure: Sellable Goods worth 813 gp.
- Weight: 30 lbs. Volume: 1.2 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) |