Trog Warrens Area 6: Drow Cave (EL 12)
Creatures: Fourteen drow are located here to oversee any activities in the cavern as a whole, as well as to aid merchants and scout for invaders. Four male fighters are commanded by another of higher level. Eight female fighters are commanded by another who is mounted on a nightmare and carrying a death spear. (Detailed in City of the Spider Queen.)
GUARDS (4) CR 2
Male drow elf warrior 2
CE Medium humanoid
Init +1; Senses darkvision 120 ft; Listen +3, Spot +3
Languages Common, Elven, Undercommon
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AC 17, touch 11, flat-footed 16
hp 9 (2 HD)
Immune sleep
SR 13
Fort +3, Ref +1, Will -1 (+1 vs. spells or spell-like abilities, +3 vs. enchantment)
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Spd 30 ft
Melee mwk short sword +5 (1d6+1/19–20)
Ranged hand crossbow +4 ranged (1d4/19–20)
Base Atk +2; Grp +3
SA poison
Combat Gear potion of spider climb
Spell-Like Abilities (CL 2): 1/day—dancing lights, faerie fire, veil of shadows
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Abilities Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
SQ drow traits, light blindness
Feats Weapon Focus (short sword)
Skills Hide +3, Listen +3, Search +4, Spot +3
Possessions combat gear, mithral shirt, +1 light steel shield, masterwork short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), 2 pp
GUARD COMMANDER CR 4
Male drow elf warrior 4
CE Medium humanoid
Init +1; Senses darkvision 120 ft; Listen +4, Spot +4
Languages Common, Elven, Undercommon
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AC 17, touch 11, flat-footed 16
hp 18 (4 HD)
Immune sleep
SR 15
Fort +4, Ref +2, Will +0 (+2 vs. spells or spell-like abilities, +4 vs. enchantment)
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Spd 30 ft
Melee +1 short sword +8 (1d6+3/19–20)
Ranged mwk hand crossbow +7 (1d4/19–20)
Base Atk +4; Grp +6
SA poison
Spell-Like Abilities (CL 4): 1/day—dancing lights, faerie fire, veil of shadows
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Abilities Str 14, Dex 13, Con 10, Int 12, Wis 9, Cha 10
SQ drow traits, light blindness
Feats Weapon Focus (hand crossbow), Weapon Focus (short sword)
Skills Hide +3, Listen +4, Search +5, Spot +4
Possessions mithral shirt, +1 light steel shield, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), 6 pp
ELITE FIGHTERS (8) CR 5
Female drow elf fighter 4
CE Medium humanoid
Init +4; Senses darkvision 120 ft; Listen +5, Spot +4
Languages Common, Elven, Undercommon
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AC 20, touch 14, flat-footed 16
hp 30 (4 HD)
Immune sleep
SR 15
Fort +5, Ref +5, Will +2 (+4 vs. spells or spell-like abilities, +6 vs. enchantment)
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Spd 35 ft
Base Atk +4; Grp +4
Melee +1 short sword +10 (1d6+3/19–20)
Ranged hand crossbow +9 (1d4/19–20)
SA poison
Spell-Like Abilities (CL 4): 1/day—dancing lights, faerie fire, veil of shadows
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Abilities Str 10, Dex 18, Con 12, Int 10, Wis 13, Cha 14
SQ drow traits, light blindness
Feats Dash, Stealthy, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword)
Skills Hide +8, Listen +5, Move Silently +7, Search +3, Spot +4
Possessions mithral shirt, +1 buckler, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), 4 pp
ELITE FIGHTER COMMANDER CR 7
Female drow elf fighter 6
CE Medium humanoid
Init +4; Senses darkvision 120 ft; Listen +5, Spot +5
Languages Common, Elven, Undercommon
AC 21, touch 14, flat-footed 17; Dodge
hp 43 (6 HD)
Immune sleep
SR 17
Fort +6, Ref +6, Will +3 (+5 vs. spells or spell-like abilities, +7 vs. enchantment)
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Spd 35 ft
Melee lesser death spear +8/+3 (1d8+3/x3) or mwk dagger +7/+2 (1d4/19–20)
Reach 5 ft (10 ft with lesser death spear)
Attack Options Combat Reflexes
Base Atk +6; Grp +6
Spell-Like Abilities (CL 6): 1/day—dancing lights, faerie fire, veil of shadows
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Abilities Str 10, Dex 18, Con 12, Int 10, Wis 13, Cha 14
SQ drow traits, light blindness
Feats Combat Reflexes, Dash, Dodge, Stealthy, Weapon Finesse, Weapon Focus (longspear), Weapon Specialization (longspear)
Skills Hide +8 (+13 with cloak drawn), Listen +5, Move Silently +7, Search +4, Spot +5
Possessions drow cloak, +1 mithral shirt, +1 buckler, lesser death spear (3 charges), masterwork dagger, 2 100-gp gems (tourmaline). Hidden on her person (DC 14 Search) is a small pin of bronze, a nightmare’s head with Noquar inscribed in drow on the reverse.
NIGHTMARE CR 5
NE Large Outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft; Listen +12, Spot +12
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AC 24, touch 11, flat-footed 22
hp 45 (6 HD)
Fort +8, Ref +7, Will +6
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Spd 40 ft, fly 90 ft (good)
Melee 2 hooves +9 (1d8+4 plus 1d4 fire) and bite +4 (1d8+2)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +14
SA flaming hooves, smoke
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Abilities Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12.
SQ astral projection, etherealness
Feats Alertness, Improved Initiative, Run
Skills Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
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Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (CL 20th); a nightmare can use either at will.
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.
Treasure: Concealed under the dung and fungus bedding of the nightmare’s stall is a lead-lined hollow in the stone floor (DC 30 Search). It has a stone lid with a secret catch. Inside this cavity are the following items, with contents as noted:
wooden chest (1,000 sp)
iron cup (empty)
10 leather bags (100 gp each)
belt (100 pp)
pouch (20 gems worth 100 gp each)
2 pieces jewelry (worth 5,000 gp each)
ivory case (worth 250 gp, black metal chain & medallion with female figures of spider and drow)
leather case (4 potions: cure light wounds, cure serious wounds, poison, polymorph)
If the poison is mixed with wine in the iron cup, it gives the imbiber total immunity to poison for 1 hour.