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.
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+3/18–20) 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
gollark: That's during training - after this you can just use the giant matrices of inscrutable data to process an input directly.
gollark: It uses gradient descent. It basically nudges the parameters slightly in the direction that makes it do better on the current input.
gollark: No. That's too slow.
gollark: Yes. But not empathy.
gollark: What? No. You can't easily work out how it works, with all current methods.
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