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Drow PriestessCreature 3


CEMediumDrowElfHumanoid
Source Pathfinder Bestiary
Perception +9 (darkvision)
Languages Abyssal, Elven, Undercommon
Skills Deception +8, Intimidation +8, Religion +9, Society +5, Stealth +7
Str +1, Dex +2, Con +1, Int +0, Wis +4, Cha +1

AC 20 22 with shield raised; Fort +8; Reflex +7; Will +11; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 39
Speed 30 feet
Immunities sleep

Rapier One Action +9 (+4, -1) to hit (deadly d8, disarm, finesse) 1d6+2 Piercing
Hand Crossbow One Action +9 (+4, -1) to hit (range increment 60, reload 1) 1d6 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. MentalLight 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.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.


Divine Prepared Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Detect Magic, Guidance, Know Direction, Read Aura, Stabilize
1st Level: Bless, Command, Fear, Harm
2nd Level: Silence, Spiritual Weapon

Divine Innate Spells (DC 17, +9 to hit)

Cantrips (2nd Level): Dancing Lights
1st Level: Command (At Will)
2nd Level: Darkness, Darkness (At Will), Dispel Magic, Faerie Fire (At Will)
3rd Level: Levitate


Many drow priestesses venerate demon lords and other foul divinities.


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.