Drow HunterCreature 7
Source Pathfinder #165: Eyes of Empty Death
Perception +16 (darkvision)
Languages Elven, Undercommon
Skills Athletics +14, Nature +14, Stealth +15, Survival +16
Str +3, Dex +4, Con +2, Int +0, Wis +3, Cha +1
AC 25; Fort +15; Reflex +15; Will +14; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 115
Speed 30 feet
Immunities sleep
Longsword +16 (+11, +6) to hit (versatile p) 1d8+7 Slashing
Composite Longbow +18 (+13, +8) to hit (deadly d10, propulsive, range increment 100, reload 0, volley 30) 1d8+7 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.
Light BlindnessWhen 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.
At-Will SpellsThe 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. MentalDeft EvasionWhen the hunter rolls a success on a Reflex save, they get a critical success instead.
Hunter's WoundFrequency once per round
Prerequisites The hunter is wielding a ranged weapon with a reload of 0
Effect The hunter makes two ranged Strikes against their prey. If both hit and deal damage, the target takes an additional 1d8 Persistent Bleed Damage.
Skirmish StrikeThe hunter can Step and then Strike, or Strike and then Step.
Divine Innate Spells (DC 23, +15 to hit)
Cantrips (4th Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)
Hunters seek out game to keep drow communities fed and functioning.
Drow have a reputation for evil due to demon worship in their major settlements. However, like members of any ancestry, drow can have any alignment, especially when removed from the demon lords' sinister influence.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ElfA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.