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Drow Noble

CR 3.00 Humanoid CE Medium HD 3

About one out of every 20 drow is gifted with special powers from birth—the overwhelming majority of these exceptional drow are female, and as a result, drow society tends to be matriarchal in nature. These special births are engineered and encouraged among the ruling caste, and are far more likely to occur when the mother is of noble heritage. Strangely, the status of the father seems not to increase or decrease the chances of a child being born a drow noble. Common drow children born to nobles are usually put to death—sacrificed to one of the many demon gods to whom the drow offer worship. It is rare for a drow noble to be born to common parents, but those who are usually murder their parents or family before they come of age in order to hide the truth of their base upbringing and to ease the processes of joining one of their society's noble houses. Drow nobles are more powerful than the majority of their kin, and as such they quickly rise to power within their houses. Advancement through the hierarchy of a drow noble house is usually accomplished through a combination of assassination, seduction, and treachery, leading most drow in power to be overly paranoid.

Drow nobles are defined by their class levels—they do not possess racial Hit Dice. A drow noble's challenge rating is equal to her class level. Drow nobles possess all of the racial traits listed above for drow characters, plus the following.

HP
20 (3d8+3)
AC
21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
Init
+3
Speed
20 ft.
Fort
+4
Ref
+4
Will
+6; +2 vs. enchantment
BAB
+2
CMB
+3
CMD
16
Melee
mwk rapier +4 (1d6+1/18-20)
Ranged
hand crossbow +5 (1d4/19-20plus poison)
SR
14
Racial Modifiers
+2 Perception
str
12
+1
dex
17
+3
con
12
+1
int
10
+0
wis
17
+3
cha
12
+1

Weapons: Simple

bleeding touch (6/day)

channel negative energy (4/day, 2d6, DC 12)

touch of chaos (6/day)

poison use

Universal Monster Rules

Poison (use) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Bleeding Touch (6/day) from text
Channel Negative Energy (4/day, 2d6, DC 12) from text
Touch Of Chaos (6/day) from text

Feats, Traits & Items

Channel Smite from Feat

Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Knowledge (religion) +6, Sense Motive +9, Spellcraft +6

spell-like abilities:
Constant—Detect Magic, At will—Dancing Lights, At will—Deeper Darkness, At will—Faerie Fire, At will—Feather Fall (DC 12), At will—Levitate, 1/day—Divine Favor, 1/day—Dispel Magic, 1/day—Suggestion (DC 14)
spells prepared:
2nd—Death Knell (DC 12), 2nd—Hold Person (DC 14), 2nd—Silence (DC 13), 1st—Bless, 1st—Cause Fear (DC 12), 1st—Cure Light Wounds (DC 12), 1st—Protection From Law, 0—Bleed (DC 11), 0—Detect Poison, 0—Read Magic, 0—Resistance (DC 11)
Details
Type
Humanoid
Alignment
CE
Size
Medium
Senses
darkvision 120 ft.; Perception +5
Languages
Elven, Undercommon
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
22 House/Core
  • Uses feat: Channel Smite (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Deeper Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Faerie Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Feather Fall (Spell) — core content under OGL 1.0a
  • Knows spell: Levitate (Spell) — core content under OGL 1.0a
  • Knows spell: Divine Favor (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Death Knell (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Person (Spell) — core content under OGL 1.0a
  • Knows spell: Silence (Spell) — core content under OGL 1.0a
  • Knows spell: Bless (Spell) — core content under OGL 1.0a
  • Knows spell: Cause Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Light Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Law (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Poison (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Resistance (Spell) — core content under OGL 1.0a
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