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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.08 -->
[[Category:CR 12]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 12
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Drow_Militant_1.png|384px|right|xx]]
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
== Drow Militant (CR 12) ==
| MonsterName | Drow Militant
Drow Militants are specially trained and prepared from birth to be the perfect extensions of their House.  They are loyal right down to their marrow, and live to serve the will of the house.
  }}</onlyinclude>


Militants are quite adroit at spy missions, trade missions, and diplomatic endeavors, and if things go poorly, they are also sheer murder in a fight.  Militants are allowed a fair degree of autonomy in Drow culture, since their loyalty is completely without question.  That said, they always have a Consort minder somewhere nearby, at a minimum, and may be attached in service to a higher ranking member of their House as well. Militants are extremely capable, but having a female to consult from time to time is reassuring to them and improves their morale.
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Drow_Militant_1.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>


Militants often have a Drider or two as company and muscle, especially if their mission is of some importance to the House.  
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


=== GENERAL ===
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
'''CR''' 12  '''Hit Dice''' 17
| Description | Drow Militants are specially trained and prepared from birth to be the perfect extensions of their House.  They are loyal right down to their marrow, and live to serve the will of the house.


'''XP''' 19,200
:Militants are quite adroit at spy missions, trade missions, and diplomatic endeavors, and if things go poorly, they are also sheer murder in a fight.  Militants are allowed a fair degree of autonomy in Drow culture, since their loyalty is completely without question.  That said, they always have a Consort minder somewhere nearby, at a minimum, and may be attached in service to a higher ranking member of their House as well.  Militants are extremely capable, but having a female to consult from time to time is reassuring to them and improves their morale.
  }}</onlyinclude>


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


'''Init''' +5; '''Senses''' [Standard Darkvision] 60', Perception +18
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


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


=== DEFENSE ===
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
'''AC''' 32, '''touch''' 20, '''flat-footed''' 27 (+7 armor, +5 dex, +5 natural, +5 deflection)
| Subtype |
  <!-- 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 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 -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''hp''' 249
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>


'''Fort''' +15, '''Ref''' +12, '''Will''' +12
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>


'''Aura:''' -
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>


'''SR:''' - 22
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>


'''Special Defenses:''' -
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| +1
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


'''Immunities:''' -
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +3
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


'''Weaknesses:''' Vulnerability to Cold Iron
| NudgeInit = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


=== OFFENSE ===
| NudgePerception =  
'''Speed''' 30 ft, plus see Bladed Dance
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Single Melee''' Drow's Blade +20 (2d8+7/19-20x2) + Languishroot Poison


'''Full Melee''' 3x Drow's Blade +20 (2d8+7/19-20x2) + Languishroot Poison


'''Ranged''' 2x Throwing Knives +20 (2d8+7/x2) + Languishroot Poison, 20 foot range increment
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Attacks'''  Bladed Dance, Knife Storm, Languishroot poison, Venom Sheath
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Action Points''' 0
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->




=== STATISTICS ===
<!--  SAVING THROWS  -->
'''Str''' 14, '''Dex''' 20, '''Con''' 16, '''Int''' 14, '''Wis''' 16, '''Cha''' 16


'''Base Atk''' +12; '''CMB''' +19; '''CMD''' 28
| Fort =
| Refl = S
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Feats'''
| NudgeFort =
:* Power Attack (EFFECT: -4 to-hit, +8 damage)
| NudgeRefl =
:* Improved Feint (EFFECT: Make a Bluff Check to Feint as a move action)
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


'''Skills''' Bluff +18, Diplomacy +18, Stealth +18
| SpecialDefenses =
  <!-- Put any DR or ER values here -->


'''Languages''' Common, Undercommon, Awnsheghlien
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          ''
          '''''Immune (no effect):'''''                                                                  -->


| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


=== SPECIAL ABILITIES ===
| Hide-Type-Strong-Against-1 =  
; Venom Sheath (Ex)
| Hide-Type-Strong-Against-2 =  
As a swift action, the Drow can reapply poison to his weapon.  This is done with a practiced economy, 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.
| Hide-Type-Strong-Against-3 =  
| Hide-Type-Strong-Against-4 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


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.
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


; Languishroot Poison (Ex)
| Hide-Type-Weak-Against-1 =
poison (injury); Save Fortitude DC 21; Onset 1/round for 2 rounds; Effect 1d3 Dex damage and 3d6+1 points of non-lethal physical damage; Cure 1 save.
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., plus see Bladed Dance
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


; Bladed Dance (Ex)
| NudgeSpace =
Once per encounter, may teleport up to 30 feet as a move action and make a single Drow's Blade attack against one target's flat-footed AC. After this attack, they may make a five foot step. They may use their Power Attack feat with this attack if they wish. if they have a use of Languishroot Poison, they may use that with Bladed Dance as well.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


; Knife Storm (Ex)
Once per encounter as a full attack action, may make a single Throwing Knives attack at all foes in a thirty foot cone.  All these attacks are resolved with no range modifier and ignores any penalty for attacking into melee.  All these attacks that hit will inflict Languishroot poison unless a DC 21 Fort save is made.




=== TREASURE ===
<!--  GENERAL ATTACK INFORMATION  -->
sell value of approximately 8,000 gp


| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


=== COMBAT TACTICS ===
| MultipliedDamageType =  
Militants are primarily used for trade, diplomacy, exploration, and the like.  As a result, militants are always likely to try and talk their way out of any trouble, it's simply their nature.  Do not forget that Militant's have Spell Resistance, and this emphasis on diplomacy is why: SR goes a long way to allow them to keep their secrets, not to mention making them even worse to deal with if it comes to a fight.
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->


That said, once the fighting begins, Militants are very, very dangerous foes.  They will typically declare a Power Attack, then use their move action to teleport into their foe's ranks using Bladed Dance, and make the included attack using up their Languishroot Poison.  They will then make the free five foot step, re-poison their blade with a swift action, and attack a second foe with their standard attack.


This is a devastating 'alpha strike' and will usually end most fights right then and there.  If their foes are hardy enough to endure the Bladed Dance, then in the second round of combat they will typically resort to their Knife Storm attack and start working out ways to flee the combat.  In their minds, anyone tough enough to stand up to them needs to be reported to their House as soon as possible.
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Drowblade
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = slashing
  <!-- 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
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| Sec-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Ter-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| QuaAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Qua-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Thrown Drow Dagger
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 20
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =  5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| 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) -->
 
| RangedAtkNotes = '''plus:''' Languishroot Poison
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = -1
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 14
| Dex = 20
| Con = 16
| Int = 14
| Wis = 16
| Cha = 16
 
 
<!--  FEATS  -->
 
| Feat1 = Power Attack
| Feat2 = Feint, Improved
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Diplomacy
| Skill3 = Stealth
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +1
| NudgeSkill2 = +1
| NudgeSkill3 = +2
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Undercommon, Awnsheghlien, Common
  <!-- Comma-separated list -->
 
 
<!--  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) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Bladed Dance
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Once per encounter, the drow may teleport up to 30 feet as a move action and make a single Drowblade attack against one target, who is considered [[flat-footed]] against that attack.  After this attack, they may make a five-foot step.  They may use their Power Attack feat with this attack if they wish.  If they have a use of Languishroot Poison, they may use that with Bladed Dance as well.
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Knife Storm
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per encounter as a full attack action, the drow may make a single thrown Drow Dagger attack at all foes in a thirty-foot cone.  All these attacks are resolved with no range modifier, all foes attacked are considered [[flat-footed]] for this attack, and the attack ignores any penalty for attacking into melee.  All these attacks that hit will inflict Languishroot poison unless a DC {{Save-DC}} Fort save is made.  Lastly, attacking with Knife Storm does not provoke attacks of opportunity.
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Venom Sheathe
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = As a swift action, the drow can reapply poison to its weapon.  This 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 (see below), and can be refilled outside of combat.
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Languishroot Poison
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = The first time the drow makes an attack with its drowblade after having poisoned it (either before the encounter begins, or via the Venom Sheathe ability), or any time the drow attacks with a drow dagger, the victim may also become poisoned:
{{Malady
| Name = Languishroot Poison
| Intensity = Poisoned
| Save-Type =
| Save-Mod =
| Frequency =
| Effect = {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} {{dmg|poison}} damage per interval
| Fruition = Victim becomes [[Drowsy]].  If you are affected by Lanquishroot in any form while Drowsy or [[Sluggish]], all saves are made at a -2 penalty.
| F-Duration = 1 hour
}}
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Magically Militant
 
| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =  Militants are given special treatments from birth to instill [[Spell Resistance]] into their very flesh, making them highly resistant to magic. If they are targeted by any spell or spell-like effect, their attacker must first succeed on a [[Caster Check]] against a DC of {{Maneuver-Defense}}.  If the attacker fails to equal or exceed the DC, the effect does nothing to the Militant, and the spell or effect is wasted (as is the action used to cast it).  If the attacker succeeds on the check, the spell or effect is resolved normally.
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-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 =
}}
 
-->
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-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 =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-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 =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-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 =
}}
 
-->
<!--  COMBAT TACTICS  -->
 
| CombatTactics =  Militants will usually try to talk their way out of fights, but once the fighting begins, they are very, very dangerous foes.  They will typically declare a Power Attack, then use their move action to teleport into their foe's ranks using Bladed Dance, and make the included attack using up their Languishroot Poison.  They will then make the free five foot step, re-poison their blade with a swift action, and attack a second foe with their standard attack. Ouch.
 
:This is a devastating 'alpha strike' and will usually end most fights right then and there.  If their foes are hardy enough to endure the Bladed Dance, then in the second round of combat they will typically resort to their Knife Storm attack and start working out ways to flee the combat.  In their minds, anyone tough enough to stand up to them needs to be reported to their House as soon as possible.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Militants are primarily used for trade, diplomacy, exploration, and the like.  As a result, militants are always likely to try and talk their way out of any trouble, it's simply their nature.  Do not forget that Militant's have Spell Resistance to go with their Bladed Dance, and this emphasis on diplomacy is why: SR goes a long way to allow them to keep their secrets, not to mention making them even worse to deal with if it comes to a fight.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 13:44, 16 January 2020

Drow Militant (CR 12)

Lawful Evil - Medium - Fey
Lore: Know (Nature)
25 42
Basic DC Full DC
Initiative
Initiative Icon 2.png
20
Perception:
29 +19
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
32
Man Def
Shield Icon 3.png
31
Monster Health
289 144 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +14
Will: +9

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+18
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Drowblade +19 (3d8+9/19-20 x2)
    as slashing (physical, common)
    plus: Languishroot Poison

Full Attack (Melee):

  • 3x Drowblade +19 (3d8+9/19-20 x2)
    as slashing (physical, common)
    plus: Languishroot Poison

Standard Attack (Ranged):

  • 1x Thrown Drow Dagger +19 (3d8+9/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)
    plus: Languishroot Poison

Full Attack (Ranged):

  • 3x Thrown Drow Dagger +19 (3d8+9/19-20 x2)
    as piercing (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)
    plus: Languishroot Poison

Siege Damage: Not siege capable

Statistics

14
STR
20
DEX
16
CON
14
INT
16
WIS
16
CHA

Skills:

Languages: Undercommon, Awnsheghlien, Common

Feats:

Special Abilities

Bladed Dance (Ex)

Once per encounter, the drow may teleport up to 30 feet as a move action and make a single Drowblade attack against one target, who is considered flat-footed against that attack. After this attack, they may make a five-foot step. They may use their Power Attack feat with this attack if they wish. If they have a use of Languishroot Poison, they may use that with Bladed Dance as well.

Knife Storm (Ex)

Once per encounter as a full attack action, the drow may make a single thrown Drow Dagger attack at all foes in a thirty-foot cone. All these attacks are resolved with no range modifier, all foes attacked are considered flat-footed for this attack, and the attack ignores any penalty for attacking into melee. All these attacks that hit will inflict Languishroot poison unless a DC 22 Fort save is made. Lastly, attacking with Knife Storm does not provoke attacks of opportunity.

Venom Sheathe (Ex)

As a swift action, the drow can reapply poison to its weapon. This 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 (see below), and can be refilled outside of combat.

Languishroot Poison (Ex)

The first time the drow makes an attack with its drowblade after having poisoned it (either before the encounter begins, or via the Venom Sheathe ability), or any time the drow attacks with a drow dagger, the victim may also become poisoned:

Languishroot Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 22;     Frequency: 1/round for 3 rounds
Effect: 1d4 DEX damage and 3d8+9 poison (physical, uncommon) damage per interval
Fruition: Victim becomes Drowsy. If you are affected by Lanquishroot in any form while Drowsy or Sluggish, all saves are made at a -2 penalty.
Fruition Duration: 1 hour

Magically Militant (Ex)

Militants are given special treatments from birth to instill Spell Resistance into their very flesh, making them highly resistant to magic. If they are targeted by any spell or spell-like effect, their attacker must first succeed on a Caster Check against a DC of 31. If the attacker fails to equal or exceed the DC, the effect does nothing to the Militant, and the spell or effect is wasted (as is the action used to cast it). If the attacker succeeds on the check, the spell or effect is resolved normally.

Drow Militant

Drow Militant

Drow Militants are specially trained and prepared from birth to be the perfect extensions of their House. They are loyal right down to their marrow, and live to serve the will of the house.

Militants are quite adroit at spy missions, trade missions, and diplomatic endeavors, and if things go poorly, they are also sheer murder in a fight. Militants are allowed a fair degree of autonomy in Drow culture, since their loyalty is completely without question. That said, they always have a Consort minder somewhere nearby, at a minimum, and may be attached in service to a higher ranking member of their House as well. Militants are extremely capable, but having a female to consult from time to time is reassuring to them and improves their morale.

Combat Tactics

Militants will usually try to talk their way out of fights, but once the fighting begins, they are very, very dangerous foes. They will typically declare a Power Attack, then use their move action to teleport into their foe's ranks using Bladed Dance, and make the included attack using up their Languishroot Poison. They will then make the free five foot step, re-poison their blade with a swift action, and attack a second foe with their standard attack. Ouch.

This is a devastating 'alpha strike' and will usually end most fights right then and there. If their foes are hardy enough to endure the Bladed Dance, then in the second round of combat they will typically resort to their Knife Storm attack and start working out ways to flee the combat. In their minds, anyone tough enough to stand up to them needs to be reported to their House as soon as possible.

Out of Combat

Militants are primarily used for trade, diplomacy, exploration, and the like. As a result, militants are always likely to try and talk their way out of any trouble, it's simply their nature. Do not forget that Militant's have Spell Resistance to go with their Bladed Dance, and this emphasis on diplomacy is why: SR goes a long way to allow them to keep their secrets, not to mention making them even worse to deal with if it comes to a fight.

Rewards

XP: 19,200

Treasure: Sellable Goods worth 12,875 gp.

Weight: 120 lbs.     Volume: 4.8 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)