Library / Bestiary

Drow Noble

CR 3.00 Humanoid CE Medium

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.

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

Weapons: Simple

bleeding touch (6/day)

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

touch of chaos (6/day)

poison use

Channel Smite from Feat

<p class="stat-block-1"> 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.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> 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.</p>

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, At will—Levitate, 1/day—Divine Favor, 1/day—Dispel Magic, 1/day—Suggestion
spells prepared:
2nd—Death Knell, 2nd—Hold Person, 2nd—Silence, 1st—Bless, 1st—Cause Fear, 1st—Cure Light Wounds, 1st—Protection From Law, 0—Bleed, 0—Detect Poison, 0—Read Magic, 0—Resistance
Details
Type
Humanoid
Alignment
CE
Size
Medium
Senses
darkvision 120 ft.; Perception +5
Languages
Elven, Undercommon
Source
Bestiary
Sources Used in This Record
22 House/Core
  • Uses feat: Channel Smite (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dancing Lights (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Faerie Fire (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Feather Fall (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Levitate (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divine Favor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Suggestion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Death Knell (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Silence (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bless (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cause Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Light Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Protection From Law (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bleed (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Poison (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Read Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resistance (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.