The Tome Of Drow Lore.pdf - RoseRed
The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed
234 The Kanahraun Reavers Medium Humanoid (Elf) 1st Level Barbarian 4th Level Barbarian 8th Level Barbarian Hit Dice 1d12+2 (14 hp) 4d12+8 (40hp) 8d12+16 (74hp) Initiative +2 +2 +2 Speed 40 ft. (8 squares) 40 ft. (8 squares) 40 ft. (8 squares) Armour Class 16 (+2 Dex, +3 studded 16 (+2 Dex, +3 studded 16 (+2 Dex, +3 studded leather, +1 buckler) leather, +1 buckler) leather, +1 buckler) Base Attack/Grapple +1/+4 +4/+7 +8/+12 Attack Scimitar +4 melee (1d6+3/18-20) or short bow +3 ranged (1d6) Full Attack Scimitar +4 melee (1d6+3/18-20) or short bow +3 ranged (1d6) Scimitar +8 melee (1d6+3/18-20) or short bow +6 ranged (1d6) Scimitar +8 melee (1d6+3/18-20) or short bow +7 ranged (1d6) Scimitar +13 melee (1d6+4/18-20) or short bow +10 ranged (1d6) Scimitar +13/+8 melee (1d6+4/18-20) or short bow +10/+5 ranged (1d6) Face/Reach 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. Special Attacks Infernal howl, rage 1/day Infernal howl, rage 2/day Infernal howl, rage 3/day Special Qualities Kanahraun traits, spell Kanahraun traits, spell Damage reduction 1/-, resistance 12, strength of resistance 15, strength of improved uncanny dodge, the pact the pact, uncanny dodge, Kanahraun traits, spell trap sense +1 resistance 19, strength of the pact, trap sense +2 Saves Fort +4, Ref +2, Will -1 Fort +6, Ref +3, Will +0 Fort +8, Ref +4, Will +1 Abilities Str 16, Dex 14, Con 14, Int Str 17, Dex 14, Con 14, Int Str 18, Dex 14, Con 14, Int 10, Wis 9, Cha 10 10, Wis 9, Cha 10 10, Wis 9, Cha 10 Skills Climb +7, Intimidate +4, Climb +7, Intimidate Climb +10, Intimidate Listen +3, Survival +3 +6, Jump +5, Listen +6, +8, Jump +10, Listen +7, Survival +6, Swim +5 Survival +7, Swim +12 Feats Rend the Throat Rend the Throat, Weapon Power Attack, Rend the Focus (scimitar) Throat, Weapon Focus (scimitar) Climate/Terrain Underground Underground Underground Organisation Pact (Eight individuals) Pact (Eight individuals) Pact (Eight individuals) Challenge Rating 4 8 16 Treasure Half standard Half standard Half standard Alignment Chaotic Evil Chaotic Evil Chaotic Evil Advancement By character class By character class By character class (barbarian) (barbarian) (barbarian) Level Adjustment +2 +2 +2 Into every generation of Kanahraun, the feral drow, are born eight male children destined to become Reavers. In childhood, the destiny is hidden; even the mightiest priests of the ruling class are unable to determine which children will one day be Reavers. Upon the advent of puberty, however, the destiny is made plain. Following the first kill made by the Kanahraun child after the onset of adolescence, a mark, like a white fang, appears on his forehead, and he begins to slip quickly into utter madness, plagued by dreams and visions of horror too intense for even the Kanahraun to bear. The feral drow consider this a gift from Azzanoth the Glutton. The child is quickly taken to Gauth Sheol, to the great temple of Azzanoth, where he is kept caged until the other seven destined children of his generation can be gathered
there. Once they have all eight in hand, the priests of the Glutton perform a ritual known as Dul Merzim, the Joining. The eight children marked with the white fang are joined together into a single group of Reavers, known as a Pact. They remain individuals, but now also share a link of their thoughts, sensations and impulses, allowing them to act as a perfectly coordinated unit in battle. Maddened by bloodlust and visions of horror beyond mortal understanding, but made absolutely and utterly obedient to the ruling class by the ritual of Joining, the Reavers exist only to kill and slaughter. The Reavers are the greatest weapon in the Kanahraun arsenal, violent and deadly creatures under the control of the fiendish Kanahraun ruling class, used to maintain control over the violent lower class in the rare event of insurrection and to slaughter any enemy foolish enough to attack the Kanahraun. The Reavers are kept in pits beneath the temples of Azzanoth the Glutton when not deployed for battle or hunting. They are fed only enough to keep them hungry, making them that much more deadly when they are loosed. As there are only a limited number of Reaver Pacts in existence at any given time, generally no more than 30, only the largest of the stationary groups of Kanahraun are likely to have one to draw upon. The number of Reavers in the Kanahraun race remains fairly consistent, however. When one or more members of a Pact are slain, an equal number of other Kanahraun from the same generation receive the White Fang mark and begin their new destiny as a Reaver. Though bound together in a Pact, the Reavers can continue to accrue experience points and advance in level. Most often, they advance together, as Reavers are usually 1 st level barbarians at the time of their Joining. In the pits beneath Gauth Sheol, the ruling class of the Kanahraun keep six Pacts of Reavers, one of which is of epic level. This Pact is rarely unleashed, and is an all but unstoppable force when the ruling Kanahraun let slip its reins. The statistics given above represent a single individual from three different Pacts of Reavers, one of 1 st level, one of 4 th and one of 8 th . Though every Reaver is a different individual, for the sake of simplicity, it is easiest to assume all Reavers of a single Pact have identical statistics, feats and skills. Games Masters who enjoy the prospect of a great deal of additional math may feel free to individualise the Reavers in a given Pact. As a general rule, Reavers are above average physically. Combat Reavers can stalk their prey for days until they believe the time is right to strike. The initial assault will come from at least two sides, either in a volley of arrows, if the area of the battle is large enough, or in a sudden onslaught of bared teeth and swinging swords. Reavers leap into combat with a wild ferocity that, at first glance, seems reckless and foolhardy. With the link forged by the Joining, however, this ferocity is anything but reckless, for though the Reavers give little thought to defence, they strike together as a single unit. They attack on multiple fronts, confusing and disorienting their enemy. Infernal Howl (Su): Reavers enter battle with shrieks and howls of such unnatural sound and ferocity that any person hearing them must make a Will save (DC 10 + ½ Reaver’s HD + Reaver’s Charisma modifier) or flee before the onslaught. This is a sound-based, mind-affecting fear effect. Strength of the Pact (Su): A single Reaver is little more dangerous than any other barbarian of his level, but encountering a Reaver without the rest of his Pact is all but impossible, and it is in conjunction with his seven fellow Reavers that the true danger of these beings is revealed. Whenever a Reaver is slain in battle, his strength is passed 235
- Page 186 and 187: 184 feat, unless you leave the rang
- Page 188 and 189: 186 Drow Magic and Equipment In the
- Page 190 and 191: 188 A Final Word on Boneforging Bon
- Page 192 and 193: 190 Scrolls Roll Effect 1-16 Scroll
- Page 194 and 195: 192 Rods, Staves and Wondrous Items
- Page 196 and 197: 194 Wave Conjuration [Acid] Level:
- Page 198 and 199: 196 If the victim makes his initial
- Page 200 and 201: 198 opponent, and are quite capable
- Page 202 and 203: 200 effect, is considered normal in
- Page 204 and 205: 202 Vile Infestation (Lesser) Conju
- Page 206 and 207: 204 is 20 for the Fortitude save to
- Page 208 and 209: 206 A soulburner dagger has a +4 en
- Page 210 and 211: 208 tool and resource at their disp
- Page 212 and 213: 210 Boneforged weapons have the sam
- Page 214 and 215: 212 of drow warriors that the dark
- Page 216 and 217: 214 Price List for Slaves Race Base
- Page 218 and 219: 216 for a skilled slave and the cos
- Page 220 and 221: 218 Special Qualities: Camouflage,
- Page 222 and 223: 220 Combat The druuge prefers to at
- Page 224 and 225: 222 Hulurn Medium Animal Hit Dice:
- Page 226 and 227: 224 Kanahraun (The Feral Drow) (Rul
- Page 228 and 229: 226 The males of the Lorgreln tend
- Page 230 and 231: 228 Skills: A morgoshe has a +8 rac
- Page 232 and 233: 230 The Sulzthul, also known as the
- Page 234 and 235: 232 can before slaying those who re
- Page 238 and 239: 236 to his remaining Pact brothers,
- Page 240 and 241: 238 Sithil Hwerzel Sulzthul male, S
- Page 242 and 243: 240 Equipment: Leather armour, long
- Page 244 and 245: 242 hand, mending, open/close, pres
- Page 246 and 247: 244 Alertness, Diehard, Endurance,
- Page 248 and 249: 246 magic, haste, lightning bolt, s
- Page 250 and 251: 248 The human wizard Terlessa was s
- Page 252 and 253: SAVING THROWS COMBAT BONUSES CHARAC
- Page 254 and 255: HEAL RATE PER DAY MAGIC ITEMS SPELL
- Page 256 and 257: 254 An Overview of the Drow 14 Bone
- Page 258: 256 Open Game License THIS LICENSE
234<br />
<strong>The</strong> Kanahraun Reavers<br />
Medium Humanoid (Elf)<br />
1st Level Barbarian 4th Level Barbarian 8th Level Barbarian<br />
Hit Dice 1d12+2 (14 hp) 4d12+8 (40hp) 8d12+16 (74hp)<br />
Initiative +2 +2 +2<br />
Speed 40 ft. (8 squares) 40 ft. (8 squares) 40 ft. (8 squares)<br />
Armour Class 16 (+2 Dex, +3 studded 16 (+2 Dex, +3 studded 16 (+2 Dex, +3 studded<br />
leather, +1 buckler)<br />
leather, +1 buckler) leather, +1 buckler)<br />
Base Attack/Grapple +1/+4 +4/+7 +8/+12<br />
Attack Scimitar +4 melee<br />
(1d6+3/18-20) or short bow<br />
+3 ranged (1d6)<br />
Full Attack Scimitar +4 melee<br />
(1d6+3/18-20) or short bow<br />
+3 ranged (1d6)<br />
Scimitar +8 melee<br />
(1d6+3/18-20) or short<br />
bow +6 ranged (1d6)<br />
Scimitar +8 melee<br />
(1d6+3/18-20) or short<br />
bow +7 ranged (1d6)<br />
Scimitar +13 melee<br />
(1d6+4/18-20) or short bow<br />
+10 ranged (1d6)<br />
Scimitar +13/+8 melee<br />
(1d6+4/18-20) or short bow<br />
+10/+5 ranged (1d6)<br />
Face/Reach 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.<br />
Special Attacks Infernal howl, rage 1/day Infernal howl, rage 2/day Infernal howl, rage 3/day<br />
Special Qualities Kanahraun traits, spell Kanahraun traits, spell Damage reduction 1/-,<br />
resistance 12, strength of resistance 15, strength of improved uncanny dodge,<br />
the pact<br />
the pact, uncanny dodge, Kanahraun traits, spell<br />
trap sense +1<br />
resistance 19, strength of<br />
the pact, trap sense +2<br />
Saves Fort +4, Ref +2, Will -1 Fort +6, Ref +3, Will +0 Fort +8, Ref +4, Will +1<br />
Abilities Str 16, Dex 14, Con 14, Int Str 17, Dex 14, Con 14, Int Str 18, Dex 14, Con 14, Int<br />
10, Wis 9, Cha 10<br />
10, Wis 9, Cha 10<br />
10, Wis 9, Cha 10<br />
Skills Climb +7, Intimidate +4, Climb +7, Intimidate Climb +10, Intimidate<br />
Listen +3, Survival +3 +6, Jump +5, Listen +6, +8, Jump +10, Listen +7,<br />
Survival +6, Swim +5 Survival +7, Swim +12<br />
Feats Rend the Throat Rend the Throat, Weapon Power Attack, Rend the<br />
Focus (scimitar)<br />
Throat, Weapon Focus<br />
(scimitar)<br />
Climate/Terrain Underground Underground Underground<br />
Organisation Pact (Eight individuals) Pact (Eight individuals) Pact (Eight individuals)<br />
Challenge Rating 4 8 16<br />
Treasure Half standard Half standard Half standard<br />
Alignment Chaotic Evil Chaotic Evil Chaotic Evil<br />
Advancement By character class<br />
By character class<br />
By character class<br />
(barbarian)<br />
(barbarian)<br />
(barbarian)<br />
Level Adjustment +2 +2 +2<br />
Into every generation of Kanahraun, the feral drow, are<br />
born eight male children destined to become Reavers.<br />
In childhood, the destiny is hidden; even the mightiest<br />
priests of the ruling class are unable to determine which<br />
children will one day be Reavers. Upon the advent of<br />
puberty, however, the destiny is made plain. Following<br />
the first kill made by the Kanahraun child after the onset<br />
of adolescence, a mark, like a white fang, appears on his<br />
forehead, and he begins to slip quickly into utter madness,<br />
plagued by dreams and visions of horror too intense for<br />
even the Kanahraun to bear. <strong>The</strong> feral drow consider this a<br />
gift from Azzanoth the Glutton.<br />
<strong>The</strong> child is quickly taken to Gauth Sheol, to the great<br />
temple of Azzanoth, where he is kept caged until the other<br />
seven destined children of his generation can be gathered