Drow Conspirator: Difference between revisions

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m (Text replacement - "\| PriAtkName = (.*) <!-- name of primary attack, weapons or natural attacks \(e\.g\. "Longsword" or "Bite"\) --> \| PriAtkNotes = (.*) <!-- add any specials \(e\.g\. "as negative energy" or "plus filth fever \(see below\)",...)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 18
| CR | 25
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 22
| Max-CR = 30


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->


| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Among male Drow, there are many that are completely enamored of the Dark Maidens, as is right and proper.
| Description | Among male Drow, there are many that are completely enamored of the Dark Maidens, as is right and proper.


: And then, there are the Conspirators.
And then, there are the Conspirators.


: Drow Conspirators are cynical, jaded, and skeptical. The lower ranked Drow Ladies are generally not very pleased by the existence of the Conspirators, and frequently lobby to have them expunged.
Drow Conspirators are cynical, jaded, and skeptical. The lower ranked Drow Ladies are generally not very pleased by the existence of the Conspirators, and frequently lobby to have them expunged.


:The higher ranked Drow Maidens, on the other hand, are wiser and more cosmopolitan in their tastes, and not only do they greatly value the contributions of the sly, cynical Conspirators, they recognize that the countervaling opinions they bring to the table are very useful, no matter how their lower ranked sisters may rail against their "uppity ways."
The higher ranked Drow Maidens, on the other hand, are wiser and more cosmopolitan in their tastes, and not only do they greatly value the contributions of the sly, cynical Conspirators, they recognize that the countervailing opinions they bring to the table are very useful, no matter how their lower ranked sisters may rail against their "uppity ways."


:As a result, Drow Conspirators are often 'assigned' to lower level Drow Maiden as a sort of 'watch dog', meaning they have caught the attention of their elders.  This is flattering, because the presence of a Conspirator, or six, means the Drow Maiden is under the eye of her higher ups.  It is also more than a bit frightening, because it means the Greater Drow are looking.  Which may be good, or very, very bad.
As a result, Drow Conspirators are often 'assigned' to a lower level Drow Maiden as a sort of 'watch dog', meaning they have caught the attention of their elders.  This is flattering, because the presence of a Conspirator, or six, means the Drow Maiden is under the eye of her higher ups.  It is also more than a bit frightening, because it means the Greater Drow are looking.  Which may be good, or very, very bad.


:In any case, the presence of Conspirators is an early sign that you are reaching the attention of Serious Drow, the sorts of ladies who command legions to march and don't merely command campaigns, but entire wars.
In any case, the presence of Conspirators is an early sign that you are reaching the attention of Serious Drow, the sorts of ladies who command legions to march and don't merely command campaigns, but entire wars.


:In person, Conspirators seem like lesser Drow Males, endlessly devoted to their Dark Maidens, perfectly obedient and biddable, ever-willing, even eager to comply....  But there is a hidden sharp edge to their submissive acquiescence. A Conspirator will do as he is bid, of course, but the WAY he does it may be a sharp rebuke to the low-level Maiden who is, ostensibly, commanding his actions.
In person, Conspirators seem like lesser Drow Males, endlessly devoted to their Dark Maidens, perfectly obedient and biddable, ever-willing, even eager to comply....  But there is a hidden sharp edge to their submissive acquiescence. A Conspirator will do as he is bid, of course, but the WAY he does it may be a sharp rebuke to the low-level Maiden who is, ostensibly, commanding his actions.


:Because a Drow Conspirator is always indicative of a Matriarch's attention, and often even a Regent, or rarely &ndash; very rarely &ndash; a Conspirator will be working on the whims of a Sovereign.
Because a Drow Conspirator is always indicative of a Matriarch's attention, and often even a Regent, or rarely &ndash; very rarely &ndash; a Conspirator will be working on the whims of a Sovereign.


:If you have caught the attention of a Drow Sovereign, it is best to tread gently, gently indeed.
If you have caught the attention of a Drow Sovereign, it is best to tread gently, gently indeed.


: In combat, a Drow Conspirator acts much like a lower level Drow male, capable of battle and obedient to his Lady. But there is also a powerful and dangerous edge of trickery, decepetion, and lies to a Conspirator. Fighting a Conspirator means that your allies may turn suddenly upon you, so always be careful when facing them.   
In combat, a Drow Conspirator acts much like a lower level Drow male, capable of battle and obedient to his Lady. But there is also a powerful and dangerous edge of trickery, deception, and lies to a Conspirator. Fighting a Conspirator means that your allies may turn suddenly upon you, so always be careful when facing them.   
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral Evil
| Alignment | Pure Evil
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Fey
| Subtype | Fey
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft.
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
| Sense-Is-Blind-to-Vision =
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
| Sense-Is-Blind-to-Sound =
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
| Sense-Is-Blind-to-Smell =
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
| Sense-Has-Low-Light-Vision =
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = 60
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception = +1
| NudgePerception = +1
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| NudgeAC =  
| NudgeAC =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (&frac12; damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Lesser Climb]] 30 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
        if they don't have that movement type, leave it blank                    -->
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
| Move-Type-Walk-Speed = 30
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
| Move-Type-Burrowing-Speed =
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
| Move-Type-Tunneling-Speed =
          [[Lesser Teleport]], [[Greater Teleport]]                          -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed = 30
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = piercing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes = plus Languishroot Poison
| PriAtkNotes = '''plus:''' Languishroot Poison
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = +3
| NudgePriToHit = +3
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage = lo
| NudgePriDamage = -2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = piercing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes =  plus Languishroot Poison
| RangedAtkNotes =  '''plus:''' Languishroot Poison
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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         If not blank, this attack will do no damage, and instead list this value                            -->
         If not blank, this attack will do no damage, and instead list this value                            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 = Steal, Improved
| Feat1 = Mobility
| Feat2 = Disarm, Improved
| Feat2 = Quick Draw
| Feat3 = Mobility
| Feat3 =  
| Feat4 = Quick Draw
| Feat4 =  
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->


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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} non-lethal damage per interval.
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} {{dmg|poison}} damage per interval.
   Fruition    list fruition. Examples: all non-lethal damage becomes lethal; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   Fruition    list fruition. Examples: Victim takes {{Special-Alpha-Dmg}} {{dmg|poison}} damage; Victim dies; Victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.


Line 662: Line 712:
| Ability-1-Type = Su
| Ability-1-Type = Su
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = As a swift action in combat, or up to once per minute out of combat, a Drow Consirator may flash a winning smile at an enemy within their melee reach.  This is a supernatural application of their natural charm and panache, and forces the targeted creature to roll a saving throw agains a Will DC of {{Save-DC}}.  If they fail the save, they are [[Charmed]] to perform an action the Drow asks of them. If they make the save, there is no effect.
| Ability-1-Description = As a swift action in combat, or up to once per minute out of combat, a Drow Conspirator may flash a winning smile at an enemy within their melee reach.  This is a supernatural application of their natural charm and panache, and forces the targeted creature to roll a saving throw against a Will DC of {{Save-DC}}.  If they fail the save, they are [[Charmed]] to perform an action the Drow asks of them. If they make the save, there is no effect.


:In general, they will use this ability every round in combat, usually asking for their enemies to move to inconvenient places, or to take no actions "while we talk this over".
In general, they will use this ability every round in combat, usually asking for their enemies to move to inconvenient places, or to take no actions "while we talk this over".


:If they need to re-apply poison, they will often use their move action to apply poison and take a single attack, while still using their swift action to use Charming Smile.
If they need to re-apply poison, they will often use their move action to apply poison and take a single attack, while still using their swift action to use Charming Smile.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 705: Line 759:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Automatic after successful attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
Line 710: Line 768:


| Ability-2-Description = The first successful hit with a Drow's sword after it has been poisoned has a chance to inflict Languishroot poison:
| Ability-2-Description = The first successful hit with a Drow's sword after it has been poisoned has a chance to inflict Languishroot poison:
{{Malady
| Name = Languishroot Poison
| Intensity = Poisoned
| Save-Type =
| Save-Mod =
| Frequency =
| Effect = {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} damage per interval
| Fruition = Victim becomes [[Drowsy]].
| F-Duration = 1 hour
}}


::: '''Languishroot Poison''' (Injury vector; [[Poisoned]] intensity)
In addition, any creature which is already [[Drowsy]] or [[Sluggish]] suffers a -2 penalty to saving throws made to resist the effects of Languishroot Poison.
::: '''''Save:''''' Fort DC {{Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' Victim becomes [[Drowsy]].  '''''Fruition Duration:''''' 1 hour
 
: In addition, any creature which is already [[Drowsy]] or [[Sluggish]] suffers a -2 penalty to saving throws made to resist the effects of Languishroot Poison.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 751: Line 814:
| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Surprise Round or Out of Combat, or, move action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Before the first round of any combat, a Drow Conspirator who is within 30 feet of another Drow may distract enemy creatures with a reference to the other Drow. This grants the Conspirator a single free action melee or ranged attack they may make at the beginning of their first action in the first round of combat.  This is a free action for the Conspirator, and is basically a free attack for that Drow, only in the first round of combat.
| Ability-3-Description = Before the first round of any combat, a Drow Conspirator who is within 30 feet of another Drow may distract enemy creatures with a reference to the other Drow. This grants the Conspirator a single free action melee or ranged attack they may make during their first turn of the encounter.  This is a free action for the Conspirator, and is basically a free attack for them, only in the first round of combat.


:If an enemy creature is cautious of the Drow before combat begins, they may make a Sense motive or Sleight of Hand roll against the Drow's Maneuver Defense. If they equal or exceed their Mauneuver Defense before combat begins, this power is negated .
If an enemy creature is cautious of the Drow before combat begins, they may make a [[Sense motive]] or [[Sleight of Hand]] roll against the Drow's [[Maneuver Defense]]. If they equal or exceed the Drow's [[Maneuver Defense]] before combat begins, this power is negated.


:However, during combat, a Drow Conspirator may use a Move action to roll a Diplomacy skill check, opposed by their targets Sense Motive check. If the Drow beats their target's Sense Motive check, then they attack against their enemy's flat-footed armor class for that round.
However, during combat, a Drow Conspirator may use a Move action to roll a [[Diplomacy]] skill check, with a DC of their target's [[Sense Motive]] bonus + 10. If the Drow beats this DC, then the target is considered [[flat-footed]] against all of their attacks for that round.


:Smiling Treachery does not require a shared language, but the enemy must be able to see the Drow for this ability to work.  
Smiling Treachery does not require a shared language, but the enemy must be able to see the Drow for this ability to work.  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 796: Line 863:
| Ability-4-Type = Ex
| Ability-4-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required = Free Action 1/Enc, or, Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = Once per encounter, a Conspirator may use his Quick Draw feat to reapply poison to his blade as a free action. This may be done in a round in which the conspirator has made an attack already and allows a Conspirator to apply Languishroot Poison twice in a round, once per encounter.   
| Ability-4-Description = Once per encounter, a Conspirator may use his Quick Draw feat to reapply poison to his blade as a free action. This may be done in a round in which the conspirator has made an attack already and allows a Conspirator to use Languishroot Poison a second time in the same round, but only once per encounter.   


:A Conspirator may also apply poison as a swift action at any time, like all Drow.
A Conspirator may also apply poison as a swift action at any time, like all Drow.


:This application of posion is done with a practiced flourish, as the blade is slid 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.
This application of posion is done with a practiced flourish, as the blade is slid through a slotted cup-like device on their belt, near the sword's sheath.  The cup-like device contains 10 doses of Languishroot poison, and can be refilled outside of combat.




Line 840: Line 911:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 879: Line 954:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 918: Line 997:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 957: Line 1,040:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 996: Line 1,083:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 1,003: Line 1,094:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,033: Line 1,582:
| CombatTactics = Drow Conspirators are not heavy-hitting beasts like the Driders, but that does not make them any less dangerous in combat.  In battle, Drow Conspirators are most dangerous because they seem so...darned...nice.
| CombatTactics = Drow Conspirators are not heavy-hitting beasts like the Driders, but that does not make them any less dangerous in combat.  In battle, Drow Conspirators are most dangerous because they seem so...darned...nice.


:A Conspirator is incredibly adept at presenting a kind, smiling facade before and during battle. They will be incredibly reasonable and rational as they ask their enemies, by word, gesture, and deed, to step away, stop fighting, even to move in the way of their friends. This whole fight is just a misunderstanding, surely we can work this out?
A Conspirator is incredibly adept at presenting a kind, smiling fa&ccedil;ade before and during battle. They will be incredibly reasonable and rational as they ask their enemies, by word, gesture, and deed, to step away, stop fighting, even to move in the way of their friends. This whole fight is just a misunderstanding, surely we can work this out?


:The entire time, they will be attacking steadily, carefully.  A Conspirator is not interested in KILLING you, they want to POISON you, and let their Languishroot do the job. They will always keep their blades venomed, even if they have to trade away attacks to do so, and will always try to nick their enemies with their blades, just to inflict more poison on you. Once per encounter they can apply poison as a free action, and if they are able to use their Smiling Treachery ability before combat, they also receive a free action melee or ranged attack. They frequently 'stack' all this into their first round of combat, seeking to 'alpha strike' their foes into unconsciousness. If this fails, they will fight powerfully and carefully, using flanks and their Disarm feat to confound their enemies.  
The entire time, they will be attacking steadily, carefully.  A Conspirator is not interested in KILLING you, they want to POISON you, and let their Languishroot do the job. They will always keep their blades venomed, even if they have to trade away attacks to do so, and will always try to nick their enemies with their blades, just to inflict more poison on you. Once per encounter they can apply poison as a free action, and if they are able to use their Smiling Treachery ability before combat, they also receive a free action melee or ranged attack. They frequently 'stack' all this into their first round of combat, seeking to 'alpha strike' their foes into unconsciousness. If this fails, they will fight powerfully and carefully, using flanks and their bonus on Disarm and Trip [[combat maneuver]]s to confound their enemies.  


:They will use their Charming Smile ability to further confound their enemies, asking them to move, suggesting that they should grapple their friends to 'stop this senseless violence', and many other ways.  If they are attacked from beyond their melee reach, they will take a five foot step away and fire their crossbows at the ranged attacker, seeking to poison and drop them so they may use their Charming Smiles un-molested. Fighting Conspirators can be a nightmarish experience, as their numerous abilities stack conditions on their enemies and soak up their actions with Charmed actions.
They will use their Charming Smile ability to further confound their enemies, asking them to move, suggesting that they should grapple their friends to 'stop this senseless violence', and many other ways.  If they are attacked from beyond their melee reach, they will take a five foot step away and fire their crossbows at the ranged attacker, seeking to poison and drop them so they may use their Charming Smiles un-molested. Fighting Conspirators can be a nightmarish experience, as their numerous abilities stack conditions on their enemies and soak up their actions with Charmed actions.


:Of course, at the end of the combat, Conspirators are just as fanatical as all Drow.  If they can escape to carry out the wishes of their Dark Maid, they will do so.  But if they must spend their lives for the Drow, they will do so without hesitation, and will seek to do as much damage as possible before they are killed.  
Of course, at the end of the combat, Conspirators are just as fanatical as all Drow.  If they can escape to carry out the wishes of their Dark Maid, they will do so.  But if they must spend their lives for the Drow, they will do so without hesitation, and will seek to do as much damage as possible before they are killed.  






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Drow Conspirators are the lowest ranking Drow males who work with the most senior Drow Maidens, those exalted Midnight Ladies who rank above the Matriarchs. As such, they are a different breed from the lower level Drow males, and hold the Driders and Dragloth in a fine state of contempt, while acknowleging that the beasts are useful and powerful.
| OutOfCombat = Drow Conspirators are the lowest ranking Drow males who work with the most senior Drow Maidens, those exalted Midnight Ladies who rank above the Matriarchs. As such, they are a different breed from the lower level Drow males, and hold the Driders and Dragloth in a fine state of contempt, while acknowleging that the beasts are useful and powerful.


:To Drow females, Conspirators are perfectly obedient, but not subservient.  A Conspirator will tell his Dusky Maiden his opinions and advice, even if she does not wish to listen. If she then chooses to ignore him, so be it, but many of the lesser Drow females will lend some weight to the words of a Consiprator, because despite their annoying free will, they ARE quite learned....
To Drow females, Conspirators are perfectly obedient, but not subservient.  A Conspirator will tell his Dusky Maiden his opinions and advice, even if she does not wish to listen. If she then chooses to ignore him, so be it, but many of the lesser Drow females will lend some weight to the words of a Consiprator, because despite their annoying free will, they ARE quite learned....


:Conspirators are sometimes assigned to spend time with lesser Drow males, just to give those lesser breeds a solid boost in morale and some knowing cameraderie, while ensuring that their loyalty is absolute.
Conspirators are sometimes assigned to spend time with lesser Drow males, just to give those lesser breeds a solid boost in morale and some knowing cameraderie, while ensuring that their loyalty is absolute.


:Conspirators are kept away from interactions with Driders and Dragloth. The monsters don't need the morale boost, and Conspirators dislike the beasts intensely....
Conspirators are kept away from interactions with Driders and Dragloth. The monsters don't need the morale boost, and Conspirators dislike the beasts intensely....





Latest revision as of 20:02, 11 September 2022

Drow Conspirator (CR 25)

Pure Evil - Medium - Humanoid (Fey)
Lore: Know (Local)
51 67
Basic DC Full DC
Initiative
Initiative Icon 2.png
45
Perception:
53 +43
Passive Active
Ambush:
8+
on a d20
  • Ambush Notes: Conspirators are naturally conniving, if they are tasked to lay an ambush, it's going to be a good one.

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
52
Man Def
Shield Icon 3.png
54
Monster Health
1,961 980 48
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +22
Refl: +27
Will: +24

Strong Against:

Weak Against:

  • (Fey 1) Vulnerable (1.5x damage): Cold Iron

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+38
Sword Icon 3.png
Man Off
+42
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +2 on Steal, Disarm, and Trip Maneuvers

Standard Attack (Melee):

  • 1x Clever Rapier +38 (5d8+32/19-20 x2)
    as piercing (physical, common)
    plus: Languishroot Poison

Full Attack (Melee):

  • 3x Clever Rapier +38 (5d8+40/19-20 x2)
    as piercing (physical, common)
    plus: Languishroot Poison

Standard Attack (Ranged):

  • 1x Stealth Crossbows +35 (5d8+40/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 300 ft.)
    plus: Languishroot Poison

Full Attack (Ranged):

  • 3x Stealth Crossbows +35 (5d8+40/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 300 ft.)
    plus: Languishroot Poison

Siege Damage: Not siege capable

Statistics

24
STR
24
DEX
18
CON
18
INT
18
WIS
24
CHA

Skills:

Languages: Awnsheghlien, Undercommon, Common

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
  • Quick Draw (EFFECT: Draw weapon as a free action, sheathe weapon as a swift action)

Special Abilities

Charming Smile (Su) Swift Action

As a swift action in combat, or up to once per minute out of combat, a Drow Conspirator may flash a winning smile at an enemy within their melee reach. This is a supernatural application of their natural charm and panache, and forces the targeted creature to roll a saving throw against a Will DC of 35. If they fail the save, they are Charmed to perform an action the Drow asks of them. If they make the save, there is no effect.

In general, they will use this ability every round in combat, usually asking for their enemies to move to inconvenient places, or to take no actions "while we talk this over".

If they need to re-apply poison, they will often use their move action to apply poison and take a single attack, while still using their swift action to use Charming Smile.

Languishroot Poison (Ex) Automatic after successful attack

The first successful hit with a Drow's sword after it has been poisoned has a chance to inflict Languishroot poison:

Languishroot Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 35;     Frequency: 1/round for 3 rounds
Effect: 1d4+3 DEX damage and 5d8+40 points of poison (physical, uncommon) damage per interval
Fruition: Victim becomes Drowsy.
Fruition Duration: 1 hour

In addition, any creature which is already Drowsy or Sluggish suffers a -2 penalty to saving throws made to resist the effects of Languishroot Poison.

Smiling Treachery (Ex) Surprise Round or Out of Combat, or, move action

Before the first round of any combat, a Drow Conspirator who is within 30 feet of another Drow may distract enemy creatures with a reference to the other Drow. This grants the Conspirator a single free action melee or ranged attack they may make during their first turn of the encounter. This is a free action for the Conspirator, and is basically a free attack for them, only in the first round of combat.

If an enemy creature is cautious of the Drow before combat begins, they may make a Sense motive or Sleight of Hand roll against the Drow's Maneuver Defense. If they equal or exceed the Drow's Maneuver Defense before combat begins, this power is negated.

However, during combat, a Drow Conspirator may use a Move action to roll a Diplomacy skill check, with a DC of their target's Sense Motive bonus + 10. If the Drow beats this DC, then the target is considered flat-footed against all of their attacks for that round.

Smiling Treachery does not require a shared language, but the enemy must be able to see the Drow for this ability to work.

Venom Sheathe (Ex) Free Action 1/Enc, or, Swift Action

Once per encounter, a Conspirator may use his Quick Draw feat to reapply poison to his blade as a free action. This may be done in a round in which the conspirator has made an attack already and allows a Conspirator to use Languishroot Poison a second time in the same round, but only once per encounter.

A Conspirator may also apply poison as a swift action at any time, like all Drow.

This application of posion is done with a practiced flourish, as the blade is slid through a slotted cup-like device on their belt, near the sword's sheath. The cup-like device contains 10 doses of Languishroot poison, and can be refilled outside of combat.

Drow Conspirator

Drow Conspirator

Among male Drow, there are many that are completely enamored of the Dark Maidens, as is right and proper.

And then, there are the Conspirators.

Drow Conspirators are cynical, jaded, and skeptical. The lower ranked Drow Ladies are generally not very pleased by the existence of the Conspirators, and frequently lobby to have them expunged.

The higher ranked Drow Maidens, on the other hand, are wiser and more cosmopolitan in their tastes, and not only do they greatly value the contributions of the sly, cynical Conspirators, they recognize that the countervailing opinions they bring to the table are very useful, no matter how their lower ranked sisters may rail against their "uppity ways."

As a result, Drow Conspirators are often 'assigned' to a lower level Drow Maiden as a sort of 'watch dog', meaning they have caught the attention of their elders. This is flattering, because the presence of a Conspirator, or six, means the Drow Maiden is under the eye of her higher ups. It is also more than a bit frightening, because it means the Greater Drow are looking. Which may be good, or very, very bad.

In any case, the presence of Conspirators is an early sign that you are reaching the attention of Serious Drow, the sorts of ladies who command legions to march and don't merely command campaigns, but entire wars.

In person, Conspirators seem like lesser Drow Males, endlessly devoted to their Dark Maidens, perfectly obedient and biddable, ever-willing, even eager to comply.... But there is a hidden sharp edge to their submissive acquiescence. A Conspirator will do as he is bid, of course, but the WAY he does it may be a sharp rebuke to the low-level Maiden who is, ostensibly, commanding his actions.

Because a Drow Conspirator is always indicative of a Matriarch's attention, and often even a Regent, or rarely – very rarely – a Conspirator will be working on the whims of a Sovereign.

If you have caught the attention of a Drow Sovereign, it is best to tread gently, gently indeed.

In combat, a Drow Conspirator acts much like a lower level Drow male, capable of battle and obedient to his Lady. But there is also a powerful and dangerous edge of trickery, deception, and lies to a Conspirator. Fighting a Conspirator means that your allies may turn suddenly upon you, so always be careful when facing them.

Combat Tactics

Drow Conspirators are not heavy-hitting beasts like the Driders, but that does not make them any less dangerous in combat. In battle, Drow Conspirators are most dangerous because they seem so...darned...nice.

A Conspirator is incredibly adept at presenting a kind, smiling façade before and during battle. They will be incredibly reasonable and rational as they ask their enemies, by word, gesture, and deed, to step away, stop fighting, even to move in the way of their friends. This whole fight is just a misunderstanding, surely we can work this out?

The entire time, they will be attacking steadily, carefully. A Conspirator is not interested in KILLING you, they want to POISON you, and let their Languishroot do the job. They will always keep their blades venomed, even if they have to trade away attacks to do so, and will always try to nick their enemies with their blades, just to inflict more poison on you. Once per encounter they can apply poison as a free action, and if they are able to use their Smiling Treachery ability before combat, they also receive a free action melee or ranged attack. They frequently 'stack' all this into their first round of combat, seeking to 'alpha strike' their foes into unconsciousness. If this fails, they will fight powerfully and carefully, using flanks and their bonus on Disarm and Trip combat maneuvers to confound their enemies.

They will use their Charming Smile ability to further confound their enemies, asking them to move, suggesting that they should grapple their friends to 'stop this senseless violence', and many other ways. If they are attacked from beyond their melee reach, they will take a five foot step away and fire their crossbows at the ranged attacker, seeking to poison and drop them so they may use their Charming Smiles un-molested. Fighting Conspirators can be a nightmarish experience, as their numerous abilities stack conditions on their enemies and soak up their actions with Charmed actions.

Of course, at the end of the combat, Conspirators are just as fanatical as all Drow. If they can escape to carry out the wishes of their Dark Maid, they will do so. But if they must spend their lives for the Drow, they will do so without hesitation, and will seek to do as much damage as possible before they are killed.

Out of Combat

Drow Conspirators are the lowest ranking Drow males who work with the most senior Drow Maidens, those exalted Midnight Ladies who rank above the Matriarchs. As such, they are a different breed from the lower level Drow males, and hold the Driders and Dragloth in a fine state of contempt, while acknowleging that the beasts are useful and powerful.

To Drow females, Conspirators are perfectly obedient, but not subservient. A Conspirator will tell his Dusky Maiden his opinions and advice, even if she does not wish to listen. If she then chooses to ignore him, so be it, but many of the lesser Drow females will lend some weight to the words of a Consiprator, because despite their annoying free will, they ARE quite learned....

Conspirators are sometimes assigned to spend time with lesser Drow males, just to give those lesser breeds a solid boost in morale and some knowing cameraderie, while ensuring that their loyalty is absolute.

Conspirators are kept away from interactions with Driders and Dragloth. The monsters don't need the morale boost, and Conspirators dislike the beasts intensely....

Rewards

XP: 1,640,000

Treasure: Sellable Goods worth 351,417 gp.

Weight: 250 lbs.     Volume: 10 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)