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242<br />
hand, mending, open/close, prestidigitation, ray of frost,<br />
read magic, resistance. 1 st – disguise self, expeditious<br />
retreat, feather fall, hold portal, true strike, ventriloquism<br />
Jarax Yethren<br />
<strong>Drow</strong> male (House Merezzym), Cleric 3/Fist of<br />
Nazrakoth 3/Ranger 4<br />
In his youth, Jarax was part of a large group of drow<br />
hunters, patrolling the frozen mountains of the northern<br />
surface lands of House Merezzym. A handful of trolls set<br />
upon them in the night, ravaging their ranks and scattering<br />
the drow into the wilderness. Badly wounded, Jarax fled<br />
through the ice and snow, pursued for days by ravenous<br />
trolls until he finally stumbled back to the city of Siplawlth.<br />
He was the only survivor.<br />
His rage and hatred have never abated; he loathes trolls as<br />
deeply today as he did when he fled through the wilderness.<br />
He has dedicated himself to their extermination, and when<br />
he is not out in the bitter cold hunting them, he is seeking<br />
new and better means of killing them.<br />
Jarax Yethren, Male drow (House Merezzym) Clr 3/Fist<br />
of Nazrakoth 3/Rgr 4: CR 11; Medium humanoid (elf);<br />
HD 3d8+6 plus 3d8+6 plus 4d10+8; hp 75; Init +1; Spd 30<br />
ft.; AC 17, touch 11, flat-footed 16; Base Atk +8; Grp +12;<br />
Atk +14 melee (1d8+4/19-20, +2 longsword) or +10 ranged<br />
(1d8/x3, masterwork longbow); Full Atk +14/+14/+9 melee<br />
(1d8+4/19-20, +2 longsword) or +10/+5 ranged (1d8/x3,<br />
masterwork longbow); SA foebane, spells, turn undead;<br />
SQ drow traits, favoured enemy (trolls) +2, find foe I, hated<br />
foe (trolls), House Merezzym traits, wild empathy; SV Fort<br />
+14, Ref +7, Will +10; AL LE; Str 18, Dex 13, Con 14, Int<br />
14, Wis 16, Cha 12<br />
Languages Spoken: Common, Elven, Giant,<br />
Undercommon<br />
Skills and Feats: Bluff +3, Heal +10, Intimidate +7,<br />
Knowledge (arcana) +8, Knowledge (religion) +10, Listen<br />
+14, Sense Motive +10, Spellcraft +8, Spot +14, Survival<br />
+14; Combat Casting, Endurance, Great Fortitude, Iron<br />
Will, Rapid Shot, Track<br />
Cleric Domains: Law, Strength<br />
Cleric Spells per Day: 5/3+1/3+1/2+1, save DC 13 + spell<br />
level<br />
Equipment: +1 chain shirt, +2 flaming burst longsword<br />
of speed, alchemist’s fire (5), darkglass visor, backpack,<br />
bedroll, cold weather outfit, flint and steel, small shield,<br />
winter blanket<br />
Turvor na’Kallash<br />
<strong>Drow</strong> male (House na’Khotan albino) Assassin 1/Rogue<br />
5/Fighter 5<br />
Turvor is one of the albino offspring of House na’Khotan,<br />
sent into the surface world as a spy and assassin for his<br />
House. Unlike some of these albinos, Turvor has never<br />
succumbed to the temptation to remain slough off his drow<br />
heritage and attempt a better life in the surface world.<br />
Despite the abuse heaped upon him since birth for his pale<br />
skin and black hair, he remains loyal to House na’Khotan.<br />
Turvor’s time in the surface world has been spent in the<br />
company of humans. Now, however, he has orders to try<br />
to infiltrate a community of surface elves for the first time.<br />
He is anxious to find a group of adventurers he might join<br />
briefly, a group that includes at least one surface elf, that he<br />
might test his abilities to blend in and go unnoticed as what<br />
he is, even under the very nose of a surface elf. Whether<br />
successful or not, he intends to kill the group of adventurers<br />
after a time, to avoid leaving any trace of his presence.<br />
Turvor na’Kallash, Male drow (House na’Khotan) Asn<br />
1/Rog 5/Ftr 5: CR 12; Medium humanoid (elf); HD 1d6-<br />
1 plus 5d6-5 plus 5d10-5; hp 47; Init +5; Spd 30 ft.; AC<br />
22, touch 15, flat-footed 17; Base Atk +8; Grp +9; Atk<br />
+12 melee (1d8+5/19-20, longsword +2) or +13 ranged<br />
(1d8/x3, longbow); Full Atk +12/+7 melee (1d8+5/19-20,<br />
longsword +2) or +13/+8 ranged (1d8/x3, longbow); SA<br />
death attack, poison use, sneak attack +4d6, spells; SQ<br />
drow traits, evasion, House na’Khotan traits, trapfinding,<br />
trap sense +1, uncanny dodge; SV Fort +4, Ref +14, Will<br />
+3; AL CE; Str 12, Dex 20, Con 9, Int 15, Wis 12, Cha 14<br />
Languages Spoken: Common, Elven, Goblin,<br />
Undercommon<br />
Skills and Feats: Bluff +8, Climb +7, Diplomacy +10,<br />
Disable Device +6, Disguise +6, Escape Artist +11,<br />
Forgery +4, Gather Information +10, Handle Animal +4,<br />
Hide +13, Intimidate +10, Jump +7, Listen +9, Move<br />
Silently +13, Open Lock +9, Perform +6, Ride +9, Search<br />
+6, Sense Motive +7, Spot +9, Swim +5, Tumble +11;<br />
Alertness, Ambidexterity, Lightning Reflexes, Point Blank<br />
Shot, Precise Shot, Weapon Focus (longsword), Weapon<br />
Specialisation (longsword)<br />
Assassin Spells Known (2, save DC 12 + spell level): 1 st<br />
– charm person, feather fall, sleep