Drider Sorcerer (3.5e NPC)

The drider sorcerer presented here had the following ability scores before racial adjustments, ability score increases, and template adjustments: Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 15.

Drider Sorcerer

CR 9

Sexless drider drow sorcerer 6
always CE Large aberration (augmented humanoid, elf)
Init/Senses +5/darkvision 180 ft.; Listen +6, Spot +6
Languages Common, Draconic, Drow Sign Language, Elven, Undercommon
AC 27, touch 16, flat-footed 22
(+5 Dex, +6 natural, 1 size, +3 armor, +2 shield, +2 deflection)
hp 36 (6 HD)
Immune magic sleep
SR 17
Fort/Ref/Will +5/+7/+5 (+7 against spells and spell-like abilities); +2 against enchantments
Weakness light blindness
Speed 30 ft. (6 squares), climb 15 ft.
Melee +1 rapier +5 (1d6+3/1820) and bite 1 (1d4+1 plus poison) or
Melee bite 1 (1d4+1 plus poison)
Ranged +1 hand crossbow +7 (1d6+1 plus poison)
Space/Reach 10 ft./5 ft.
Base Atk/Grp +3/+9
Special Actions Heighten Spell
Combat Gear potion of cure serious wounds (CL 5th), potion of gaseous form (CL 5th), wand of magic missile (CL 3rd, 50 charges)
Sorcerer Spells Known (CL 6th):
3rd (4/day)—lightning bolt (DC 18)
2nd (6/day)—invisibility, web (DC 17)
1st (8/day)—magic missile, obscuring mist, ray of enfeeblement (+7 ranged touch), silent image (DC 16)
0 (6/day)—daze (DC 15), detect magic, ghost sound (DC 15), mage hand, ray of frost (+7 ranged touch), read magic, resistance
Spell-Like Abilities (CL 6th):
Abilities Str 14, Dex 20, Con 16, Int 15, Wis 10, Cha 20
SQ summon familiar
Feats Combat Casting, Exotic Weapon ProficiencyB (hand crossbow), Heighten Spell, Highborn DrowU, Martial Weapon ProficiencyB (rapier), Martial Weapon ProficiencyB (short sword)
Skills Climb +10, Concentration +3 (+7 casting defensively), Hide +9, Listen +6, Move Silently +9, Search +8, Spot +6
Possessions combat gear plus +1 hand crossbow, +1 mithral light shield, +1 rapier, 20 poisoned bolts, bracers of armor +3, cloak of charisma +2, ring of climbing, ring of protection +2.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drider sorcerer for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.
Poison (Ex) Injury (bite attack), Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Injury (poisoned bolts), Fortitude DC 13, initial damage unconsciousness for 1 minute, secondary damage unconsciousness for 2d4 hours.

Strategies and Tactics

Drider sorcerers prefer to ambush opponents; preferably from above on ceiling and walls or using its levitate spell-like ability. Once combat is underway, a drider sorcerer tends to use the same tactics it did before it became a drider.

Sample Encounter

TBD

Drider Sorcerer (EL 9): TBD.



Back to Main Page 3.5e Homebrew NPCs CR 9
Back to Main Page 3.5e Homebrew NPCs ECL 10

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