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Drow Ranger 16

Drow Ranger 16 CR 15

XP 51,200
Male drow ranger 16
CE Medium humanoid (elf)
Init +9; Senses darkvision 120 ft.; Perception +23


AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 128 (16d10+40)
Fort +12, Ref +16, Will +8; +2 vs. enchantment spells
Defensive Abilities improved evasion; Immune sleep; SR 22
light blindness


Speed 30 ft.
Melee +1 rapier +22/+17/+12/+7 (1d6+3/18–20)
Ranged +2 unholy composite longbow (+2) +24/+20/+15/+10 (1d8+4+2d6/19–20/x3)
Special Attacks favored enemy (humans +8, elves +6, dwarves +4, outsiders [good] +2)
Spell-Like Abilities (CL 16th; concentration +16)

1/daydancing lights, darkness, faerie fire

Ranger Spells Prepared (CL 13th; concentration +15)

4thaspect of the wolf 
instant enemy, tireless pursuers
arrow eruption, cat’s grace, versatile weapon
aspect of the falcon, gravity bow, longstrider


Str 15, Dex 21, Con 12, Int 10, Wis 14, Cha 10
Base Atk +16; CMB +18; CMD 33
Feats Deadly Aim, Endurance, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (composite longbow)
Skills Acrobatics +14, Climb +10, Handle Animal +9, Heal +10, Knowledge (geography) +11, Knowledge (local) +8, Knowledge (nature) +16, Linguistics +1, Perception +23, Spellcraft +10, Stealth +28, Swim +12
Languages Abyssal, Common, Elven, Undercommon
SQ camouflage, improved evasion, poison use, quarry, swift tracker, track +8, wild empathy +16
Combat Gear potions of cure serious wounds (2), wand of aspect of the wolf  (5 charges); Other Gear +2 mithral chain shirt of shadow, +2 unholy composite longbow with 40 arrows, +1 rapier, belt of physical might (Str and Dex) +2, cloak of resistance +1, spell component pouch, 143 gp
PC Gear +256,500


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.

Editor's Notes

It appears this ranger is missing a few abilities.  We recommend the following:

1.  Hunter's Bond:  Grant half favored enemy bonus to companions for 2 rounds.

2.  Favored Terrains:  Underground +6, Mountains +4, Forests +2.