Drow Fencer
Drow Fencer (CR 15)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
GENERAL
CR 15 Hit Dice 22
XP 51,200
M NE Humanoid
Init +7; Senses Standard Darkvision, Perception +23
DEFENSE
AC 37, touch 21, flat-footed 31 (+10 armor, +6 dex, +6 natural, +5 deflection)
hp 328
Fort +18, Ref +14, Will +14 <swap as needed; only one strong save>
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft. <adjust as needed; list other movement types here also>
Space / Reach: 5 ft. / 5 ft.
Single Melee Drow Rapier +24 (3d8+8/17-20x2)
Full Melee 3x Drow Rapier +24 (3d8+8/17-20x2)
Ranged <optional ranged attack> +24 (3d8+8/x2)
Special Attacks <copy from source; only list ability names here; describe below>
Action Points 0 <common monsters never have action points, named monsters often have one.>
STATISTICS
Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>
Base Atk +15; CMB +24; CMD 32
Feats Improved Critical EFFECT: +1 Critical range (added into above),
Skills <choose only if relevant, values equal to Perception skill (above) plus or minus 5>
Languages <copy from source>
SPECIAL ABILITIES
<special abilities should have a save DC 23>
<special attack damage (standard action): 8d6>
<special attack damage (aoe's, swift actions or inflicting status effects): 4d6>
<Concentration (Primary Caster): d20 + 23 with a DC of 31 (8 needed on the die)>
<Concentration (Casual Caster): d20 + 18 with a DC of 31 (13 needed on the die)>
- <ability name>
<ability description>
- <ability name>
<ability description>
TREASURE
sell value of approximately 18,750 gp
COMBAT TACTICS
<describe typical actions taken during combat here>