Drow Daywalker

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Drow Daywalker (CR 3)

Lawful Evil - Medium - Fey (Drow)
Lore: Know (Nature)
8 22
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
15 +5
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +1
Refl: +6
Will: +2

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+6
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Black Rapier +6 (1d8+1/19-20 x2)
    as slashing (physical, common)
    plus Languishroot Poison

Full Attack (Melee):

  • 3x Black Rapier +6 (1d8+1/19-20 x2)
    as slashing (physical, common)
    plus Languishroot Poison

Standard Attack (Ranged):

  • 1x Drow Handbow +7 (1d8+1/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 200 ft.)
    plus Languishroot Poison

Full Attack (Ranged):

  • 3x Drow Handbow +7 (1d8+1/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 200 ft.)
    plus Languishroot Poison

Siege Damage: Not siege capable

Statistics

16
STR
17
DEX
13
CON
13
INT
12
WIS
15
CHA

Skills:

Languages: Undercommon, Awnsheghlien, Common

Feats:

  • Blind-Fight (EFFECT: Ignore partial or total concealment penalties with your melee attacks)

Special Abilities

Venom Sheath (Ex) Swift Action

As a swift action, the Daywalker can reapply poison to his black rapier. This is done with a hasty jerk, as the blade is jammed through a


slotted cup-like device on his belt, near the sword's sheath. The cup-like device contains 10 doses of Languishroot poison, and can be refilled outside of combat.

As with all poisoned weapons, the poison is used up each time a target is struck by the blade, and new poison must be applied.

Languishroot Poison (Ex) Automatic after successful attack

The first time a drow Daywalker strikes with either his black rapier, or his drow handbow, after the weapon has been poisoned (including the first attack of encounter), there is a chance the target is poisoned. Languishroot is an herbal concoction that is very common in Drow society. It is a potent soporific and will quickly numb victims, making them clumsy and uncoordinated.

Languishroot Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 15;     Frequency: 1/round for 3 rounds
Effect: 1d2 DEX damage and 1d6 points of poison (physical, uncommon) per interval, and target is Drowsy
Fruition: victim falls Asleep; this cannot be cured normally.
Fruition Duration: 1 day (full night's rest)
Drow Daywalker

Drow Daywalker

Drow Daywalkers are the ones who are sent Up. As a result, most people think that all Drow are Daywalkers, those dusky-complexioned, arrogant, odd-speaking murderous elves who like to lurk in darkness and seem to hate everybody. Daywalkers are actually young and inexperienced male Drow who have been deemed 'surplus' by their Darkling Mothers, and are sent to the upper realms on scouting missions, raids, minor diplomacy, or any of a thousand other make-work assignments to get the useless mouths out of the way of more serious business in the Unterwelt. Occasionally, those low-importance busy-work missions given to surplus males even turn up something useful, so the Maidens in Dusk will continue to send 'missions' to the light, just to see what turns up. Like all Drow, Daywalkers make extensive use of poisons. Daywalkers have a great sense of superiority to those who Walk Above, with some limited degree of truth there. After all, compared to your typical peasant, even a lowly Daywalker is pretty competent!

Combat Tactics

Daywalkers are fairly simple to run, since they have simple goals -- perform the task they were sent to perform, kill all who oppose them, and return to the Unterwelt. They will make heavy use of their Lanquishroot poison, and will typically try to keep half their number in the back ranks firing handbows, while the rest close in to melee. Drow Daywalkers are fairly well-trained in combat, and will try to avoid obviously heavily armored foes to strike at their softer fellows. Ranged attackers will target offensive casters and healers first, then ranged attackers, and if there are no such easy targets, will close in to attack in melee, trying to set up flanks where possible.

If a combat goes poorly for the Daywalkers, the hangers-back will break free and flee as soon as things look bad for their side. Drow are courageous and dedicated, but they are loyal to their orders, not each other, and have little taste for fighting to the death if they can run away and try to fulfill their goal later.

Unless there is a Consort or even higher ranking female Drow anywhere nearby. Then, the Daywalkers will expend themselves without hesitation.

Out of Combat

Daywalkers are sent to fulfill a mission, usually raiding a city or town, or on a minor diplomatic trip to speak with an Orc tribe or promising bunch of Bandits. As a result, Daywalkers are always 'on the prowl', and are rarely encountered at ease, or settled down in a camp. Rarely, a band of Daywalkers will be ordered to report to a Consort who is also above-ground, and such is a sure sign of Events In Motion.

If a precious Drow Female has been sent to look over their affairs, then Daywalkers will be tremendously motivated, to put it mildly.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)