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The Tome Of Drow Lore.pdf - RoseRed

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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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