Drow Fencer

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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>