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are completely at home in the dark, and their new abilities<br />
make them the equal of any sighted foe.<br />
Combat<br />
In the eternally dark, mist-choked caverns of their homeland,<br />
the deep drow enjoy a significant advantage over any<br />
creature relying on ordinary vision. <strong>The</strong>y prefer to ambush<br />
their enemies, attacking then swiftly withdrawing, only to<br />
attack again before the enemy has had the opportunity to<br />
regroup. If a foe is particularly dogged in pursuing them,<br />
the deep drow will attempt to lead him into an ambush of<br />
wormriders.<br />
<strong>The</strong> deep drow wear light armour, as the heat in the lower<br />
reaches of the Underdeep makes anything more than a<br />
breastplate unbearable. <strong>The</strong>y prefer light, quick weapons,<br />
with scimitars, spiked chains and light picks as the most<br />
dominant weapons.<br />
<strong>The</strong> deep drow have been raising and breeding purple worms<br />
since they first arrived in the bottom of the Underdeep, and<br />
make liberal use of these loyal and well-trained creatures<br />
when they make war.<br />
Pol’Tah Traits (Ex): <strong>The</strong> Pol’Tah have retained many<br />
of the traits of the drow, but have acquired some new<br />
abilities during the long years spent in the bottom of the<br />
Underdeep.<br />
� +2 Dexterity, -2 Constitution, +2 Intelligence, +2<br />
Charisma Females: +2 Intelligence, +2 Charisma<br />
� Tremorsense out to 120 ft.Immunity to sleep spells<br />
and effects, and a +2 racial saving throw bonus against<br />
enchantment spells or effects.<br />
� Blindsight out to 30 ft., based on sound<br />
� Spell resistance equal to 11 + class levels<br />
� Immunity to sleep spells and effects, and a +2 racial<br />
saving throw bonus against enchantment spells or<br />
effects.<br />
� +6 racial bonus on Listen checks. A Pol’Tah does not<br />
possess the elven ability to make a Search check when<br />
passing within 5 ft. of a secret or concealed door.<br />
� Spell-Like Abilities: Pol’Tah can use the following spelllike<br />
abilities once per day: dancing lights, darkness,<br />
faerie fire. Caster level equals the Pol’Tah’s class<br />
levels. <strong>The</strong> Pol’Tah almost never use these abilities, as<br />
they are meaningless to the blind drow.<br />
� Weapon Proficiency: A Pol’Tah is automatically<br />
proficient with the scimitar, light pick and spiked chain.<br />
This trait replaces the drow’s weapon proficiencies.<br />
� Light Vulnerability: Abrupt exposure to bright light<br />
(such as sunlight or a daylight spell) causes the Pol’Tah<br />
extreme pain. Every round of exposure to such light<br />
causes the Pol’Tah to take a penalty of -2 on all rolls.<br />
� Favoured Class: Fighter or sorcerer. This trait replaces<br />
the drow’s favoured class.<br />
� Level Adjustment: +2<br />
Sulzthul (<strong>The</strong> Aquatic <strong>Drow</strong>)<br />
Sulzthul, 1 st Level Warrior<br />
Medium Humanoid (Elf)<br />
Hit Dice: 1d8 (4 hp)<br />
Initiative: +1<br />
Speed: 30ft. (6 squares), swim 20 ft.<br />
Armour Class: 11 (+1 Dex), touch 11, flat-footed 10<br />
Base Attack/Grapple: +1/+2<br />
Attack: Trident +3 melee (1d8+1) or sling +2 ranged<br />
(1d4+1)<br />
Full Attack: Trident +3 melee (1d8+1) or sling +2 ranged<br />
(1d4+1)<br />
Space/Reach: 5ft./5ft.<br />
Special Attacks: Poison, spell-like abilities<br />
Special Qualities: Damage reduction 1/-, Sulzthul traits,<br />
spell resistance 12<br />
Saves: Fort +2, Ref +1, Will -1<br />
Abilities: Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10<br />
Skills: Hide +3*, Listen +5*, Search +5, Spot +5*, Swim<br />
+9<br />
Feats: Weapon Focus (trident)<br />
Climate/Terrain: Underground aquatic<br />
Organisation: Squad (2-4), patrol (5-8 plus two 2 nd level<br />
sergeants and one leader of 3 rd to 6 th level), or band (20-<br />
50 plus 10% noncombatants plus one 2 nd level sergeant<br />
per five adults, 1d4 6 th level lieutenants and 1d4 9 th level<br />
captains)<br />
Challenge Rating: 1<br />
Treasure: Standard<br />
Alignment: Usually neutral evil<br />
Advancement: By character class<br />
Level Adjustment: +2<br />
Emerging from the water, the Sulzthul seem at first glance<br />
like wet drow, but an observer will quickly note some<br />
important differences. <strong>The</strong> aquatic drow have green-tinted<br />
hair growing not just from their heads, but also in a ridge<br />
along the spine. <strong>The</strong> fingers and toes are webbed at the<br />
first knuckle, and the skin of these strange elves gleams as<br />
if coated in some slippery substance.<br />
<strong>The</strong> Sulzthul did not diverge from the dark elves naturally.<br />
Rather, they are the descendants of a group of drow that<br />
were captured and enslaved by the aboleth (see MM,<br />
Aboleth) in the time after the Sundering. <strong>The</strong> drow were<br />
used as servants by the aboleth for an unknown number of<br />
years, before the aboleth, growing weary of the limitations<br />
of the drow, began experimenting on them to create for<br />
efficient and effective servants.<br />
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