Drow, 1st-Level Warrior

Medium Humanoid (good reflex) (Elf) — CR 1

Monster Manual v.3.5 (MM), p. 103Updated 3.5

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

PoisonSpell-Like AbilitiesDarkvisionDrow TraitsLight BlindnessSpell Resistance

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.