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Drow FighterCreature 1


CEMediumDrowElfHumanoid
Source Pathfinder Bestiary
Perception +6 (darkvision)
Languages Elven, Undercommon
Skills Acrobatics +7, Athletics +5, Intimidation +3, Stealth +7
Str +2, Dex +4, Con +2, Int +0, Wis +1, Cha +0

AC 18; Fort +7; Reflex +9; Will +4; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 18
Speed 30 feet
Immunities sleep

Rapier One Action +9 (+4, -1) to hit (deadly d8, disarm, finesse) 1d6+2 Piercing
Main-Gauche One Action +9 (+5, +1) to hit (agile, disarm, finesse, parry, versatile s) 1d4+2 Piercing
Hand Crossbow One Action +9 (+4, -1) to hit (range increment 60, reload 1) 1d6+1 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. Magic+2 Status to All Saves vs. MentalAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Quick Draw One Action

The drow fighter draws a weapon using the Interact action, then Strikes with that weapon.

Skewer Two Actions

The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 Persistent Bleed Damage.


Divine Innate Spells (DC 14, +6 to hit)

Cantrips (1st Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)


Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies.


The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls.

Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron-but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn't simply consume itself from within. Fear of earning the wrath of one's superior-be it a teacher, a parent, a commander, or the demon one worships-is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike.

The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elf

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.