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Drow WardenCreature 4

Source Pathfinder #165: Eyes of Empty Death
Perception +11 (darkvision)
Languages Elven, Undercommon
Skills Athletics +12, Intimidation +8, Stealth +9, Survival +11
Str +4, Dex +3, Con +1, Int +0, Wis +3, Cha +0

AC 21; Fort +11; Reflex +11; Will +9; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 60
Speed 30 feet
Immunities sleep

Elven Curve Blade One Action +14 (+9, +4) to hit (forceful) 1d8+6 Slashing
Hand Crossbow One Action +13 (+8, +3) to hit (range increment 60, reload 1) 1d6+2 Piercing


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 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.

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.

Hampering Slash

A target damaged by the warden's melee Strike must succeed at a DC 21 fortitude save or be Slowed 1 until the end of the warden's next turn.

Sneak Attack

A warden deals an extra 1d6 damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Divine Innate Spells (DC 19, +11 to hit)

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

Wardens watch over drow encampments and often work in small groups.

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.



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.


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