XP 1,600 DEFENSE
AC 17 touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 shield)hp 39 (6d10+6) Fort +5, Ref +5, Will +2; +2 vs. enchantment Immune sleep; SR 11 Weaknesses light blindness OFFENSE
Speed 30 ft.Melee masterwork rapier +11/+6 (1d6+1/18-20 plus poison) Ranged masterwork hand crossbow +10 (1d4/19-20 plus poison) Spell Like Abilities (CL 6th) 1/day—dancing lights, darkness, faerie fire STATISTICS
Str 12, Dex 17, Con 10, Int 13, Wis 11, Cha 12Base Atk +6 CMB +7 CMD 20 Feats Weapon Focus (rapier), Toughness, Weapon Finesse Skills Acrobatics +9, Perception +8, Intimidate +10; Racial Modifiers +2 Perception Languages Elven, Undercommon SQ poison use Gear potion of cure light wounds (2), potion of haste, thunderstone; Other Gear masterwork studded leather, masterwork buckler; masterwork cold iron rapier, masterwork hand crossbow, 350 gp SPECIAL ABILITIES
Poison Use (Ex)Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease. Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. |