Abyssal Jungle Drow! Oh my!

Mark Chance

Boingy! Boingy!
ABYSSAL JUNGLE DROW
Small Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 20 ft.
AC: 17 (+1 size, +2 Dex, +2 leather armor, +2 large shield)
Attacks: Halfspear +4 melee, or shortbow +4 ranged
Damage: Halfspear 1d6-1, or shortbow 1d6 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison arrows
Special Qualities: Abyssal jungle drow traits, acid resistance 5
Saves: Fort +2, Ref +2, Will +0
Abilities:
Male: Str 8, Dex 14, Con 10, Int 12, Wis 11, Cha 9
Female: Str 8, Dex 15, Con 10, Int 13, Wis 11, Cha 13
Skills: Climb +14, Hide +6, Jump +3, Listen +4, Search +3, Spot +2
Feats: Weapon Finesse (halfspear)

Climate/Terrain: The Swamp Hopeless (the 9th layer of the Abyss)
Organization: Squad (2-4) or tribe (11-20 plus 20% noncombatants plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Cruel and devious, the abyssal jungle drow once lived on the material plane but ages ago were driven into the Abyss by their enemies. Now they lurk in the acidic Swamp Hopeless, the ninth layer of the Abyss, an endless jungle marsh thriving with demonic vitality beneath a perpetually stormy sky.

An abyssal jungle drow appears much like a normal drow, only smaller and somewhat more brutish. Her brow is thicker, more noticeably sloped; her jaw heavier, her teeth cruder. Abyssal jungle drow do not have the advanced culture of death that their material plane kin are infamous for. Still, abyssal jungle drow make up in violent, bloodthirsty exuberance what they lack in refined sadism.

Abyssal jungle drow speak Elf and Abyssal. Most abyssal jungle drow encountered are warriors; the information in the statistics block is for one of 1st-level.

COMBAT

Ambush and guerrilla tactics are the forte of abyssal jungle drow. Masterful climbers and adept at remaining unseen, they lurk in the canopy and the muck of the Swamp Hopeless, waiting patiently for their prey to come within striking range. A barrage of poisoned arrows is followed by a daring charge. Should battle go against the abyssal jungle drow, they retreat into the canopy to rain more arrows onto their foes.

Poison Arrows (Ex): Fortitude save (DC 16); initial and secondary damage is confusion for 2d4 minutes (cumulative).

Abyssal Jungle Drow Traits: All abyssal jungle drow have the following racial traits.

* Spell resistance 11 + character level.
* +2 racial bonus to Will saves against spells and spell-like abilities.
* Immunity to magic sleep spells and effects.
* Spell-Like Abilities: 1/day - faerie fire, know direction, tree shape. These spells have a caster level equal the abyssal jungle drow's character level.
* Darkvision 60 ft.
* Low-light vision.
* +2 racial bonus to Listen, Search, and Spot checks. An abyssal jungle drow who merely passes within 5 ft. of a secret or concealed door is entitled to a Search check as though actively looking for it.
* +8 racial bonus to Climb checks, and can always take 10, even when rushed or threatened. An abyssal jungle drow's Climb checks are based on Dexterity.
* +4 size bonus to Hide checks.
* Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an abyssal jungle drow for 1 round. She also suffers a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

ABYSSAL JUNGLE DROW CHARACTERS

An abyssal jungle drow's favored character class is rogue. While abyssal jungle drow pay homage to Lloth, they view her as a savage nature goddess. Consequently, druids are not uncommon among abyssal jungle drow. Abyssal jungle drow druids often have fiendish monstrous spiders for animal companions.

An Exceptional Abyssal Jungle Drow Tribe

Abyssal Jungle Drow Males, War1/Rog2 (x10): CR 3; Small Humanoid (Elf); HD 1d8 plus 2d6; hp 11; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., climb 20 ft.; AC 17 (+1 size, +2 Dex, +2 leather armor, +2 large shield); Atk +5 melee (1d6-1, halfspear), or +5 ranged (1d6 and poison, shortbow); SA sneak attack +1d6, poison arrows (Fort SV DC 16; initial and secondary damage is confusion for 2d4 minutes); SQ evasion, acid resistance 5, racial traits; SV Fort +2, Ref +5, Will +0; Str 8, Dex 14, Con 10, Int 12, Wis 11, Cha 9; AL CE.
Skills: Climb +14, Hide +12, Jump +3, Listen +4, Move Silently +8, Search +3, Spot +8.
Feats: Improved Initiative, Weapon Finesse (halfspear).

Abyssal Jungle Drow Females, War1/Rog 2 (x10): CR 3; Small Humanoid (Elf); HD 1d8 plus 2d6; hp 11; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., climb 20 ft.; AC 17 (+1 size, +2 Dex, +2 leather armor, +2 large shield); Atk +5 melee (1d6-1, halfspear), or +5 ranged (1d6 and poison, shortbow); SA sneak attack +1d6, poison arrows (Fort SV DC 16; initial and secondary damage is confusion for 2d4 minutes); SQ evasion, acid resistance 5, racial traits; SV Fort +2, Ref +5, Will +0; Str 8, Dex 15, Con 10, Int 13, Wis 11, Cha 13; AL CE.
Skills: Climb +14, Hide +12, Jump +3, Listen +4, Move Silently +8, Search +3, Spot +8.
Feats: Improved Initiative, Weapon Finesse (halfspear).

Abyssal Jungle Drow Female Sergeants, War 2/Rog 4 (x2): CR 6; Small Humanoid (Elf); HD 2d8 plus 4d6; hp 23; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., climb 20 ft.; AC 18 (+1 size, +3 Dex, +2 leather armor, +2 large shield); Atk +9 melee (1d6-1, halfspear), or +9 ranged (1d6 and poison, shortbow); SA sneak attack +2d6, poison arrows (Fort SV DC 16; initial and secondary damage is confusion for 2d4 minutes); SQ evasion, uncanny dodge (Dex bonus to AC), acid resistance 5, racial traits; SV Fort +4, Ref +7, Will +1; Str 8, Dex 16, Con 10, Int 13, Wis 11, Cha 13; AL CE.
Skills: Bluff +8, Climb +16, Hide +14, Jump +5, Handle Animal +2, Listen +5, Move Silently +10, Search +3, Spot +9, Tumble +10.
Feats: Improved Initiative, Point Blank Shot, Weapon Finesse (halfspear).

Abyssal Jungle Drow Female Leader, War3/Drd6: CR 9; Small Humanoid (Elf); HD 9d8+9; hp 49; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., climb 20 ft.; AC 18 (+1 size, +3 Dex, +2 leather armor, +2 large shield); Atks +11/+6 melee (1d6-2, halfspear), or +11/+6 ranged (1d6 and poison, shortbow); SA wild shape (2/day), poison arrows (Fort SV DC 16; initial and secondary damage is confusion for 2d4 minutes); SQ nature sense, woodland stride, trackless step, resist nature's lure, acid resistance 5, racial traits; SV Fort +9, Ref +6, Will +8; Str 10, Dex 17, Con 12, Int 15, Wis 15, Cha 13; AL NE.
Skills: Animal Empathy +10, Climb +17, Concentration +10, Handle Animal +7, Hide +7, Jump +6, Listen +7, Move Silently +7, Search +4, Spot +4, Wilderness Lore +11.
Feats: Improved Initiative, Point Blank Shot, Track, Weapon Finesse (halfspear).
Spells (save DC 12 + spell level): 0 - cure minor wounds, detect magic, flare (x2), guidance; 1st - cure light wounds, entangle (x2), summon nature's ally I; 2nd - barkskin (+4 natural AC), produce flame, summon swarm, warp wood; 3rd - cure moderate wounds.
 

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