D1-3 Descent/Kuo-Toa/Drow

Garnfellow

Explorer
J-Buzz said:
I noticed that the drow fighters you created do not have the Blind Fight Feat.

So I wanted to know is that a Racial Trait? Because I would have thought that would have been a feat at least the fighters would have taken to use in conjunction with their Darkness Special Ability.

I plan on having the fighters take that feat, but I was wanting to know if I missed somthing or not (Don't want to take that feat if it is Racial Trait).

By the way, excellent work. Thanks for sharing all your hard work!!!!

Blind-Fight is not a drow racial feat, but because I'm using a variant from the Minatures Handbook, all of my drow have the veil of shadows spell-like ability instead of darkness.

That said, Blind-Fight is a good feat choice for any drow, and especially if you're keeping the darkness ability. I think the old Drow of the Underdark specifically mentions a drow fighting style that relies on darkness (or blinding opponents with flash globes) and using Blind-Fight.
 

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Garnfellow

Explorer
Typical inhabitants of the Warrens.

Unless otherwise noted, here are the typical stats for monsters found in this section of the adventure:

BUGBEAR CR 2
CE Medium humanoid (goblinoid)
Languages Goblin, Undercommon
----------
Init +1; Senses darkvision 60 ft, scent; Listen +4, Spot +4
AC 19, touch 11, flat-footed 18
hp 16 (3 HD)
Fort +2, Ref +4, Will +1
----------
Spd 30 ft
Melee mwk morningstar +6 (1d8+2)
Ranged mwk javelin +4 (1d6+2)
Base Atk +2; Grp +4
----------
Abilities Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Feats Alertness, Weapon Focus (morningstar)
Skills Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4
Possessions masterwork morningstar, masterwork javelin, masterwork studded leather armor, masterwork heavy wooden shield

GARGOYLE CR 4
CE Medium Monstrous Humanoid (earth)
Languages Terran, Undercommon
Init +2; Senses darkvision 60 ft; Listen +4, Spot +4
----------
AC 16, touch 12, flat-footed 14
hp 37 (4 HD); DR 10/magic
Fort +5, Ref +6, Will +4
----------
Spd 40 ft, fly 60 ft (average)
Melee 2 claws +6 (1d4+2) and bite +4 (1d6+1) and gore +4 (1d6+1)
Base Atk +4; Grp +6
SQ freeze
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Abilities Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills Hide +7 (+15 against a background of stone), Listen +4, Spot +4
Feats Multiattack, Toughness
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Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

TROGLODYTE CR 1
CE Medium humanoid (reptilian)
Init -1; Senses darkvision 90 ft; Listen +3, Spot +0
Languages Draconic
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AC 15, touch 9, flat-footed 15
hp 13 (2 HD)
Fort +5, Ref -1, Will +0
----------
Spd 30 ft
Melee club +1 (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4)
Ranged javelin +1 (1d6)
Base Atk +1; Grp +1
SA stench
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Abilities Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Feats Multiattack (b), Weapon Focus (javelin)
Skills Hide +5 (+9 in rocky or underground settings), Listen +3
Possessions club, javelin
----------
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

TROLL CR 5
CE Large Giant
Init +2; Senses darkvision 90 ft, low-light vision, scent; Listen +5, Spot +6
Languages Giant
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AC 16, touch 11, flat-footed 14
hp 63 (6 HD); regeneration 5
Fort +11, Ref +4, Will +3
----------
Spd 30 ft
Base Atk +4; Grp +14
Melee 2 claws +9 melee (1d6+6) and bite +4 (1d6+3)
Space 10 ft; Reach 10 ft
SA rend (2d6+9)
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Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Feats Alertness, Iron Will, Track
Skills Listen +5, Spot +6
----------
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes.The creature can reattach the severed member instantly by holding it to the stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh.This attack automatically deals an additional 2d6+9 points of damage.
 

Garnfellow

Explorer
Key to the Troglodyte Warrens: Area 1

Several of the following monsters were built using the Tome of Horrors. I've done the 3.5 update myself. So here goes:

Area 1. Entrance to the Grand Cavern

Note the positions indicated by the following letters:

B. Bugbear Sentries (EL 5)

Creatures: Three bugbear sentries are positioned at each of the three marked positions. Use standard stats given above.

D. Drow Sentries (EL 6)

Creatures: One drow sentry is positioned at each of the four marked positions. If intruders are identified, the sentry sighting them casts dancing lights to show the location and identity of the creatures. All are in positions where they can see at least one other sentry, and the others can be thus alerted. The drow making the sighting reports to his superiors (area 6) while the other three move to positions where they can observe the intruders.

DROW SENTRY CR 2
Male drow elf warrior 2
CE Medium humanoid
Init +1; Senses darkvision 120 ft; Listen +3, Spot +3
Languages Common, Elven, Undercommon
----------
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)
----------
Spd 30 ft
Melee mwk short sword +5 (1d6+1/19–20)
Ranged hand crossbow +4 (1d4/19–20)
Base Atk +2; Grp +3
SA poison
Spell-Like Abilities (CL 2): 1/day—dancing lights, faerie fire, veil of shadows
----------
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 mithral shirt, +1 light steel shield, masterwork short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), potion of spider climb, 20 pp
 
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Garnfellow

Explorer
Trog Warrens Area 2: South Gallery (EL 8)

Creatures: The passage is also the home of 14 large piercers, mollusk-like creatures that appear as stalactites about 6-feet long. They are near the middle of the place and 1d3 will drop on each creature passing beneath. There is no treasure.

ADVANCED PIERCERS (14) CR 2
N Medium vermin
Init -5; Senses darkvision 60 ft; Listen +8, Spot +1
----------
AC 14, touch 5, flat-footed 14
hp 16 (3 HD)
Fort +4, Ref -4, Will +1
----------
Spd 5 ft, climb 5 ft
Melee slam +6 (2d6+6/19–20)
Base Atk +2; Grp
SA acid, improved critical
----------
Abilities Str 18, Dex 1, Con 13, Int —, Wis 10, Cha 9
SQ vermin traits
Skills Hide -5 (+10 against a background of natural stone), Listen +8, Spot +1
----------
Improved Critical (Ex): A piercer threatens a critical on an attack roll of 19–20.
Acid (Ex): The piercer’s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.
Vermin Traits: The piercer is immune to all mind-influencing attacks.
 

Garnfellow

Explorer
Trog Warrens Area 3: Glittering Cave (EL 9)

Creature: These gems are bait for a trapper with no treasure, as the drow recently looted it.

ADVANCED TRAPPER CR 9
N Huge Aberration
Init +5; Senses darkvision 60 ft; Listen +29, Spot +29
----------
AC 17, touch 9, flat-footed 16
hp 190 (20 HD)
Immune fire, cold
Fort +11, Ref +9, Will +15
----------
Spd 10 ft
Melee slam +23 (2d6+15/19–20)
Base Atk +15; Grp +33
Space 15 ft; Reach 10 ft
SA smother
----------
Abilities Str 30, Dex 12, Con 20, Int 14, Wis 16, Cha 14
Feats Alertness, Blind-Fight, Improved Critical (slam), Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Lightning Reflexes
Skills Hide +24, Listen +29, Move Silently +24, Spot +29
----------
Smother (Ex): A successful attack indicates the trapper deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the Player’s Handbook). If the trapper succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and is dying. In the third round, the creature suffocates.
A victim can escape the trapper’s hold by making an opposed grapple roll or an Escape Artist roll against the trapper’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped. Damage inflicted on a trapper while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons deal full damage to the victim but do not harm the trapper.
 

Garnfellow

Explorer
Trog Warrens Area 4: Side Cavern (EL 12)

Creatures: 15 gargoyles perch in the ledges and shelves at 65 feet to 80 feet heights to swoop down on prey and attack from behind. Use the gargoyle stats given above. They will pursue northwards, where the roof of the gallery is high, but they do not go eastwards. They have no treasure.
 

Garnfellow

Explorer
Trog Warrens Area 5: Spur Cavern (EL 12)

Creature: A very large purple worm has recently moved into this place to lay her eggs, rest, and will then leave. There are six eggs in the northeast finger of the cavern, and they will hatch in 30 minutes. The proud mother is resting.

PURPLE WORM CR 12
N Gargantuan magical beast
Init -2; Senses tremorsense 60 ft; Listen +18
----------
AC 19, touch 4, flat-footed 19
hp 200 (16 HD)
Fort +17, Ref +8, Will +4
----------
Spd 20 ft, burrow 20 ft, swim 10 ft
Melee bite +25 (2d8+12) and sting +20 (2d6+6 plus poison)
Space 20 ft; Reach 15 ft
Base Atk +16; Grp +40
Attack Options Awesome Blow, Cleave, Improved Bull Rush, Power Attack
SA improved grab, poison, swallow whole
----------
Abilities Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Skills Listen +18, Swim +20
----------
Improved Grab (Ex): To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Strength.
Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Treasure: There is no treasure inside the worm, but there are eight of her castings about the place, and the sixth contains 11 gems (worth 100 gp each) and four vials of holy water.
 
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Garnfellow

Explorer
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
----------
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)
----------
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
----------
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
----------
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)
----------
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
----------
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
----------
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)
----------
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
----------
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)
----------
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
----------
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
----------
AC 24, touch 11, flat-footed 22
hp 45 (6 HD)
Fort +8, Ref +7, Will +6
----------
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
----------
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)
----------
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.
 

the Jester

Legend
Good stuff! I just wanted to continue to encourage you- this is great, Garnfellow.

Speaking of nightmares, how 'bout that scene in Batman Beyond with Scarecrow on the horse, eh?
 

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