Drow, 1st-Level Warrior
Medium Humanoid (good reflex) (Elf) — CR 1
Drow, 1st-Level Warrior is a D&D 3.5 monster from MM, p. 103. CR 1, HD 1d8 (4 hp).
- Hit Dice
- 1d8 (4 hp)
- Initiative
- +0
- Speed
- Land 30 ft
- Armor Class
- 15, touch 11, flat-footed 15
- Base Attack / Grapple
- +1/+2
- Attack
- Rapier +2 melee (1d6+1/18-20) or hand crossbow +1 ranged (1d4/19-20 plus poison)
- Full Attack
- Rapier +2 melee (1d6+1/18-20) or hand crossbow +1 ranged (1d4/19-20 plus poison)
- STR
- 13
- DEX
- 11
- CON
- 12
- INT
- 12
- WIS
- 9
- CHA
- 10
- Fort / Ref / Will
- +3 / +0 / -1
- Challenge Rating
- 1
- Alignment
- Usually Neutral-Evil
- Organization
- Solitary, gang (2–4), or band (10–100 plus 1 3rd−level sergeant per 20 adults and 1 leader of 4th–6th level)
- Treasure
- Standard
- Environment
- Undergrounds
- Level Adjustment
- +2
- Spell Resistance
- 11
Special Abilities
Feats
This humanoid is slender and shorter than a human. It has jet black skin and white hair.
Description
Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Their society is matriarchal and rigidly controlled by the priesthood.
The drow’s patron deity is the spider goddess clerics of Lolth. Female drow favor the cleric class rather than wizard and have access to two of the following domains: Chaos, Destruction, Evil, or Trickery.
Drow usually coat their arrows with a potent venom.
Combat
Drow warriors typically fight with poisoned weapons and take advantage of their darkness spell-like ability. They favor ambush tactics and hit-and-run attacks.
The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Poison (Ex): An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Spell-Like Abilities: Drows can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
Weapon Proficiency (Ex): A drow is automatically proficient with the hand crossbow, the rapier, and the shortsword.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Saves: Drows have a +2 racial saving throw bonus against enchantment spells or effects. *Not reflected in the saving throw numbers given here.
Skills: Drows have a +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.