Drow Weapons Master (3.5e NPC)

When a drow weapons master rages (which he'll only do if he can't perform a dervish dance), he has the following statistics:

Drow Weapons Master (Raging)

CR 17

Male drow swashbucklerCW 3/fighter 4/dervishCW 3/tempestCAd 4/barbarian 1/ranger 1
CG Medium humanoid (elf)
Init/Senses +9/darkvision 120 ft.; Listen +20, Spot +15
Languages Common, Drow Sign Language, Elven, Gnome, Goblin, Undercommon
AC 25, touch 19, flat-footed 20; Dodge, Mobility
(+5 Dex, +6 armor, +3 deflection, +1 AC bonus, +2 tempest defense, -2 raging)
hp 156 (16 HD)
Immune magical sleep
SR 27
Fort/Ref/Will +25/+19/+16 (+18 against enchantment, +18 against spells and spell-like abilities)
Weakness light blindness
Speed 45 ft. (9 squares); Spring Attack
Melee +5 defending kukri +27/+27/+22/+17/+12 (1d4+13/1520) and +3 frost scimitar +25/+20 (1d6+9/1520 plus 1d6 cold)
Ranged mwk hand crossbow +22/+22/+17/+12/+7 (1d4/1920 plus poison) and mwk hand crossbow +22/+17 (1d4/1920 plus poison)
Base Atk/Grp +16/+19
Atk Options Blind-Fight, favored enemy humanoids (goblinoid) +2
Special Actions rage 1/day (7 rounds)
Combat Gear +5 defending kukri
Spell-Like Abilities (CL 16th):
1/day—dancing lights, darkness, faerie fire
Abilities Str 17, Dex 20, Con 19, Int 17, Wis 17, Cha 14
SQ barbarian fast movement, grace, insightful strike, movement mastery, slashing blades, dervish fast movement, ambidexterity, two-weapon versatility
Feats Blind-Fight, DodgeB, Exotic Weapon ProficiencyB (hand crossbow), Improved Critical (scimitar), Improved InitiativeB, Improved Two-Weapon Fighting, Mobility, Spring AttackB, TrackB, Two-Weapon Fighting, Weapon FinesseB, Weapon Focus (scimitar), Weapon SpecializationB (scimitar)
Skills Balance +7, Climb +8, Jump +9, Listen +20, Ride +7, Spot +15
Possessions combat gear plus +3 frost scimitar, 2 masterwork hand crossbows, 10 poisoned crossbow bolts, belt of giant strength +4, bracers of blinding strikeMoF, cloak of resistance +5, gloves of dexterity +2, goggles of minute seeing, periapt of health +4, ring of chameleon power, ring of protection +3, 127 gp
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow weapons master for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area.
Grace (Ex) A drow weapons master has a +1 competence bonus on Reflex saves.
Insightful Strike (Ex) A drow weapons master applies his Intelligence bonus as a bonus on damage rolls with any weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the drow weapons master's insightful strike.
AC Bonus (Ex) A drow weapons master has a +1 bonus to Armor Class. This bonus applies to touch attacks and being flat-footed, but is lost in any other situation where he is denied is Dexterity bonus.
Movement Mastery (Ex) A drow weapons master may take 10 on Jump, Perform (dance), and Tumble checks even under stress or while being distracted.
Slashing Blades A drow weapons master treats scimitars as light weapons for all purposes.
Fast Movement (Ex) A drow weapons master gains a +5 ft. enhancement bonus to speed. This is in addition to the fast movement bonus he gains from his level of barbarian.
Tempest Defense (Ex) A drow weapons master gains a +2 bonus to Armor Class when wielding two weapons or a double weapon (not including unarmed strikes).
Ambidexterity (Ex) A drow weapons master's penalty for fighting with two weapons is reduced by 2.
Two-Weapon Versatility (Ex) Any time a drow weapons master is allowed to apply the effects of the feats Improved Critical, Weapon Focus, and Weapon Specialization to weapon he is wielding, he may apply the benefit to the other weapon as well.
Poison (Ex) An opponent hit by a drow weapons master’s poisoned bolts must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours.
Drow Weapons Master

CR 17

Male drow swashbucklerCW 3/fighter 4/dervishCW 3/tempestCAd 4/barbarian 1/ranger 1
CG Medium humanoid (elf)
Init/Senses +9/darkvision 120 ft.; Listen +20, Spot +15
Languages Common, Drow Sign Language, Elven, Gnome, Goblin, Undercommon
AC 27, touch 21, flat-footed 22; Dodge, Mobility
(+5 Dex, +6 armor, +3 deflection, +1 AC bonus, +2 tempest defense)
hp 124 (16 HD)
Immune magic sleep
SR 27
Fort/Ref/Will +23/+19/+14 (+16 against enchantment, +16 against spells and spell-like abilities)
Weakness light blindness
Speed 45 ft. (9 squares); Spring Attack
Melee +5 defending kukri +29/+29/+24/+19/+14 (1d4+13/1520) and +3 frost scimitar +27/+22 (1d6+10/1520 plus 1d6 cold) with dervish dance or
Melee +5 defending kukri +27/+27/+22/+17/+12 (1d4+11/1520) and +3 frost scimitar +25/+20 (1d6+8/1520 plus 1d6 cold)
Ranged mwk hand crossbow +22/+22/+17/+12/+7 (1d4/1920 plus poison) and mwk hand crossbow +22/+17 (1d4/1920 plus poison)
Base Atk/Grp +16/+17
Atk Options Blind-Fight, Combat Expertise, favored enemy humanoids (goblinoid) +2
Special Actions rage 1/day (7 rounds)
Combat Gear +5 defending kukri
Spell-Like Abilities (CL 16th):
1/day—dancing lights, darkness, faerie fire
Abilities Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14
SQ barbarian fast movement, wild empathy +5 (+1 with magical beasts), grace, insightful strike, movement mastery, slashing blades, dervish fast movement, ambidexterity, two-weapon versatility
Feats Blind-Fight, Combat ExpertiseB, DodgeB, Exotic Weapon ProficiencyB (hand crossbow), Improved Critical (scimitar), Improved InitiativeB, Improved Two-Weapon Fighting, Mobility, Spring AttackB, TrackB, Two-Weapon Fighting, Weapon FinesseB, Weapon Focus (scimitar), Weapon SpecializationB (scimitar)
Skills Balance +7, Climb +8, Handle Animal +9, Hide +15, Jump +9, Knowledge (nature) +5, Listen +20, Move Silently +15, Perform (dance) +18, Ride +7, Search +12, Spot +15, Survival +8 (+10 to follow tracks), Tumble +26
Possessions combat gear plus +3 frost scimitar, 2 masterwork hand crossbows, 10 poisoned crossbow bolts, belt of giant strength +4, bracers of blinding strikeMoF, cloak of resistance +5, gloves of dexterity +2, goggles of minute seeing, periapt of health +4, ring of chameleon power, ring of protection +3, 127 gp
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow weapons master for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area.
Grace (Ex) A drow weapons master has a +1 competence bonus on Reflex saves.
Insightful Strike (Ex) A drow weapons master applies his Intelligence bonus as a bonus on damage rolls with any weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the drow weapons master's insightful strike.
AC Bonus (Ex) A drow weapons master has a +1 bonus to Armor Class. This bonus applies to touch attacks and being flat-footed, but is lost in any other situation where he is denied is Dexterity bonus.
Dervish Dance (Ex) Twice a day, but no more than once per encounter, a drow weapons master may take a full attack action using only melee attacks and still move up to his speed. He must move at least five feet between each attack, may not return to a square he just exited and must only be using slashing weapons. He is still subject to attacks of opportunity, but may Tumble as part of his move. The drow weapons master gains a +2 to attack and damage rolls during the dance. A drow weapons master may not Move Silently or use any ability that requires concentration or to remain still during a dance. He can, however, use Combat Expertise. A drow weapons master may not be in a rage and a dance simultaneously. When the dance ends, the drow weapons master becomes fatigued for the rest of the encounter. The dance lasts for 8 rounds.
Movement Mastery (Ex) A drow weapons master may take 10 on Jump, Perform (dance), and Tumble checks even under stress or while being distracted.
Slashing Blades A drow weapons master treats scimitars as light weapons for all purposes.
Fast Movement (Ex) A drow weapons master gains a +5 ft. enhancement bonus to speed. This is in addition to the fast movement bonus he gains from his level of barbarian.
Tempest Defense (Ex) A drow weapons master gains a +2 bonus to Armor Class when wielding two weapons or a double weapon (not including unarmed strikes).
Ambidexterity (Ex) A drow weapons master's penalty for fighting with two weapons is reduced by 2.
Two-Weapon Versatility (Ex) Any time a drow weapons master is allowed to apply the effects of the feats Improved Critical, Weapon Focus, and Weapon Specialization to weapon he is wielding, he may apply the benefit to the other weapon as well.
Poison (Ex) An opponent hit by a drow weapons master’s poisoned bolts must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours.



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