Difference between revisions of "Drow Subjugator"

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| Save-Mod =  
| Save-Mod =  
| Frequency =  
| Frequency =  
| Effect = {{Ability-Dmg}} DEX [[Ability Damage|damage]] and {{Special-Swift-Dmg}} points of [[non-lethal damage]] per interval, and target is [[Drowsy]]
| Effect = {{Ability-Dmg}} DEX [[Ability Damage|damage]] and {{Special-Swift-Dmg}} points of {{dmg|poison}} per interval, and target is [[Drowsy]]
| Fruition = Victim falls [[Asleep]]; this cannot be cured normally.
| Fruition = Victim falls [[Asleep]]; this cannot be cured normally.
| F-Duration = 1 day (full night's rest)
| F-Duration = 1 day (full night's rest)

Latest revision as of 15:43, 16 January 2020

Drow Subjugator

Drow Subjugator (CR 10)

Lawful Evil - Medium - Fey
Drow Subjugators are agents of their House who have proven themselves able to handle a small bit of autonomy. As such, they are allowed to operate under the close supervision of a Consort or higher ranking Drow female, but they do not require her presence in close proximity as long as they clearly understand her orders. As a result, Drow Subjugators are often encountered without a Drow female escort.
Subjugators are fiercely proud of their independence, and they will work aggressively to fulfill their missions, so they might keep it.
Subjugators are often sent on missions of destruction by the Drow. They will raid and attack, seeking to cut away at the thews of their enemy until their nations are weak and ripe for the taking. As a result, Drow Subjugators will bribe and steal and hire others to 'do their dirty work', all to throw off the trail of suspicion and do the maximal damage to their foes. Sabotage of fortifications, ambush of caravans, poisoning of ponds and springs, all this and more are the tools of subjugators, as they work to crush entire nations and bring them to their knees.


Lore Check: Know (Nature) (Basic: DC 20; Full: DC 35)
Init: +21
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft.
Passive Perception: 30 (Spot: +20, req's move action)


AC: 31
Maneuver Defense (MD): 30
Hit Points: 175     (Bloodied Value: 87)    Hit Dice: 16
Fort: +10    Refl: +13    Will: +10
Special Defenses:
Strong Against:
Weak Against:
  • (Fey 1) Vulnerable (1.5x damage): Cold Iron


Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Drow Rapier +20 (2d8+4/19-20 x2) as slashing (physical, common); plus: Languishroot Poison
Full Attack:
  • 3x Drow Rapier +20 (2d8+4/19-20 x2) as slashing (physical, common); plus: Languishroot Poison
Standard Ranged:
  • 1x Drow Dart Crossbow +20 (2d8+4/19-20 x2) as piercing (physical, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus: Languishroot Poison
Full Ranged:
  • 3x Drow Dart Crossbow +20 (2d8+4/19-20 x2) as piercing (physical, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus: Languishroot Poison
Maneuver Offense: +15
Siege Damage: Not siege capable
Special Attacks: Venom Sheath, Poison, Toxic Dust
Action Points: 0


Str: 16    Dex: 20    Con: 15    Int: 14    Wis: 16    Cha: 15
  • Strike Back (EFFECT: Attack foes that strike you from outside your threatened area while using reach)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Languages: Awnsheghlien, Undercommon, Common

Special Abilities

Venom Sheath (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.

Poison (Ex)

Attacks made with the drow's rapier have a chance to inflict poison on their struck enemies:
Languishroot Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 23;     Frequency: 1/round for 3 rounds
Effect: 1d4 DEX damage and 2d6+2 points of poison (physical, uncommon) per interval, and target is Drowsy
Fruition: Victim falls Asleep; this cannot be cured normally.
Fruition Duration: 1 day (full night's rest)

Toxic Dust (Ex)

As a swift action, once per encounter, the drow may fling their supply of Languishroot poison into the air. This affects all enemies in a fifteen foot cone, who must make a Fortitude save against a DC 23 or suffer the effects of Langusihroot Poison (see above). Enemies who make their saving throw are merely Dazzled until the end of the encounter. Note that once a drow has used Toxic Dust, they lose the use of their Venom Sheath ability for the rest of the encounter.

Combat Tactics

Drow Subjugators are frequently veteran Blademasters who have been entrusted on solo missions, or highly trained dedicated agents from their House's Arms Halls. Subjugators are far too arrogant to resort to skulking about, but they are more than skilled enough in the arts of conversation to sow the seeds of their dire missions in the populations they are working to subvert and destroy.
In combat, Subjugators are robust and aggressive fighters who are fearless in advancing into the enemy ranks. They will provoke attacks of opportunity without hesitation, trusting their Mobility to protect them and their Strike Back to inflict damage upon their foes. Subjugators will seek to drive into the ranks of their foes and set up flanks as much as possible.
If they start taking severe damage (Bloodied) they will seek to use their Toxic Dust ability and withdraw from battle. If prevented from such escape, they will fight to the death without hesitation.

Out of Combat

Subjugators are primarily used for sabotage, assasination, exploration, and the like. As a result, subjugators tend to be the 'shoot first, ask questions later' sort of negotiatiors and will frequently talk just long enough to try and set up a surprise round as they 'jump off' into battle without warning or provocation.
This makes them hard to cut deals with, as you might imagine....


XP: 9,600
Treasure: Sellable Goods worth 6,875 gp.
Weight: 100 lbs.     Volume: 4 cu. ft.
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)