NarlethDrider
First Post
Heres some drow cross breeds that are in my PBEM games---the ECLs are intentionally low due to some house rules.
I'll post some more fluff on these guys later as well as some artwork
Feel free to add your creatures
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CHT’KARG (Insectile Drow)
Personality: The cht’karg tend to be aggressive & cruel. Those that find themselves at odds with a cht’karg often end up in a bloody & painful death.
Physical Description: The cht’karg are usually between 5’-0” to 6’-0”. They’re faces are a mix of drow & arachnid, with four almond shaped eyes & four round eyes in patterns that denote kin; their eyes run the full gamut of drow eye colors. Their chitin has a black dominate color with a secondary color in various patterns & colors that also denotes kin. Their jaws are multi-jointed & also possess two finger-like fangs. The cht’karg’s six arms end in hands possessing two fingers & a thumb. Their multi-jointed legs end in a three toed foot.
Racial Traits:
• +6 Dexterity, +2 Int, +2 Wis, –2 Constitution.
• Medium: As Medium creatures, cht'karg have no special bonuses or penalties due to their size.
• Cht’karg base land speed is 30 feet. Base climb speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A cht’karg can see 80’.
• Tremorsense: A cht’karg can automatically sense the location of anything within 60 feet that is in contact with the ground.
• Wide Vision: Because of multiple eyes, a cht’karg has a +5 racial bonus to spot checks & cannot be flanked.
• Drow Blood: Cht’karg are considered to be drow for the purposes of racially specific abilities & effects.
• Spell Resistance: A cht’karg gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the cht’karg’s HD.
• Natural Attack: the cht’karg has a natural bite for 1d3 damage plus sleep poison (DC 15).
• Type: Abberation.
• Hit dice: The cht’karg has 3d8 racial hit dice.
• +1 racial bonus on Listen, and Search checks.
• Automatic Languages: Undercommon and Drow.
• ECL +3
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DA’AHROG (Feral Drow)
Personality: The da'ahrog tend to be aggressive & possess a great love of combat. They are fiercely protective of friends & are vengeful against those that betray them.
Physical Description: The da’ahrog stand between 6’-0” & 7’-0” tall. They have a heavy brow & strong lower jaw. They possess a mouth full of sharp teeth. Their head has bony plates from their brow to the top of their skull. Their hair & eye color run the gamut of the standard drow’s. Their hands possess three fingers & a thumb that have sharp retractable claws. Their digigrade legs are cat-like & possess four retractable claws & a dew claw. Their skin is covered in tough, flexible chitinous plates. They can move as easily on all fours as they can on two legs.
Racial Traits:
• +4 Str, -2 Int, +2 Wis
• Medium: As Medium creatures, da'ahrog have no special bonuses or penalties due to their size.
• Da’ahrog base land speed is 40 feet.
• Immunity to magic sleep effects
• Dark Vision: A da’ahrog can see 80’.
• Pounce: If a da’ahrog leaps upon a foe during combat, it can make a full attack even though it has already moved.
• Fast Healing 2.
• Drow Blood: Da’ahrog are considered to be drow for the purposes of racially specific abilities & effects.
• Spell Resistance: A da’ahrog gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the da’ahrog’s HD.
• Natural Attack: The da’ahrog can attack with its claws for 1d8 damage/each.
• Natural Armor: The chitinous plating of the da’ahrog’s skin give it a natural AC bonus of +6
• Type: Monstrous Humanoid
• Hit Dice: The da’ahrog has 2d10 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon and Drow.
• ECL +2
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TORG (Half-Drow/Half-Ogre)
Personality: The torg respect strength of body & prowess in battle. They are ambitious, & battles between torg seeking dominance over a clan are not uncommon, though, they rarely end in death.
Physical Description: The torg’s appearance is similar to that of a standard half ogre except they possess three eyes & a horn upon their head. Their eye colors are per drow standards. Their skin color can be black, gray, purple, or blue. Hair color can be black, red, orange, or green.
Racial Traits:
• +6 Str, -2 Chr.
• Large: As large creatures, they have a –1 penalty to AC & have a 10’ reach
• Torg base land speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A Torg can see 80’.
• Blood: Torg are considered to be drow & giant for the purposes of racially specific abilities & effects.
• Spell Resistance: A Torg gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the Torg’s HD.
• Natural Armor: The thick skin of the torg give it a AC bonus of +4.
• Type: Monstrous Humanoid
• Hit Dice: The Torg has 3d8 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon , Giant, & Drow.
• ECL +2
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GHAROUL (Half-Drow/Half-Gnoll)
Personality: The gharoul possess a near insanse joy of torturing ‘lesser’ races. They also find the intricacies of drowish politics enjoyable.
Physical Description: The gharoul’s facial structure is similar to that of a draegoloth, though their ears are long & pointed & are moveable like that of a gnoll. Their skin color is either black or gray & their eye & hair color is per a standard drow.
Racial Traits:
• +4 Str, -2 Chr.
• Medium: As Medium creatures, gharoul have no special bonuses or penalties due to their size
• Gharoul base land speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A gharoul can see 80’.
• Blood: Gharoul are considered to be drow & gnoll for the purposes of racially specific abilities & effects.
• Spell Resistance: A Gharoul gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the gharoul’s HD.
• Natural Armor: The hide of the gharoul give it a AC bonus of +1.
• Type: Monstrous Humanoid
• Hit Dice: The Gharoul has 2d8 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon , Giant, & Drow.
• ECL +2
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NHARLOTH (Half-Drow/Half-Narleth)
Personality: The nharloth enjoy destruction, no matter the enemy they face. They relish the joy of feeling the blood of their dying prey upon their claws. If they slay a particularly strong enemy, they ‘honour’ the enemy by devouring its still beating heart. The nharloth are the only drow subrace that seeks to become a drider & consider it a high honour to be one.
Physical Description: The nharloth stand between 6’-0” & 7’-6” tall. Their face is a nightmare with eight eyes, six finger like fangs, & an oddly structured mouth filled with sharp fangs. They posses a very broad chest with a double set of pectoral muscles which attach to its powerful arms that end in two fingers & a thumb & are clawed. Their skin is black. Their eyes are one color & are green, red, yellow, blue, or violet in color. The nharloth are not hairy like there nharleth parents & only have hair on their head under a bony crest & the males have stiff hairs on their forearms & lower legs.
Racial Traits:
• +6 Str, +4 Dexterity, +4 Con, -2 Int, -4 Wis, –4 Chr.
• Medium: As Medium creatures, nharloth have no special bonuses or penalties due to their size.
• Nharloth base land speed is 40 feet. Base climb speed is 40 feet.
• Immunity to magic sleep effects
• Dark Vision: A nharloth can see 80’.
• Web Spitter: The nharloth can spit a stream of sticky webbing from an orifice located between its mandibles. The webbing strikes directly in front of the monster up to a distance of 25 feet, unless a target can make a successful Reflex save (DC 17). Anyone hit by the webbing is entangled immediately, requiring no less than three successful Strength rolls (DC 16) to break free. Each attempted Strength roll takes the place of a move action.
• Acid Venom: The venom of the nharloth is extremely potent & highly acidic. Any victim bitten must take an immediate Fortitude save (DC 18) or be completely paralyzed. If the victim is subject to many bites, the poison builds up in the person’s system & begins the horrific process of dissolving flesh & bone. For each subsequent bite after a failed save, a victim loses one point of Constitution. This loss is permanent ability drain.
• Blood: Nharloth are considered to be drow & nharleth for the purposes of racially specific abilities & effects.
• Spell Resistance: A nharloth gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the nharloth’s HD.
• Natural Attacks: the nharloth has a natural bite for 1d6 damage plus poison & four claw attacks for 1d4+2.
• Natural Armor: the nharloth has chitonus skin that provides it a natural AC bonus +3.
• Type: Abberation.
• Hit dice: The nharloth has 4d8 racial hit dice.
• Skill racial bonuses: Listen +1, Search +1, Spot +4, Balance +2, Hide +2, Move Silently +2, Climb +4
• Automatic Languages: Undercommon, Nharleth, and Drow.
• ECL +4
I'll post some more fluff on these guys later as well as some artwork
Feel free to add your creatures

****************************************************
CHT’KARG (Insectile Drow)
Personality: The cht’karg tend to be aggressive & cruel. Those that find themselves at odds with a cht’karg often end up in a bloody & painful death.
Physical Description: The cht’karg are usually between 5’-0” to 6’-0”. They’re faces are a mix of drow & arachnid, with four almond shaped eyes & four round eyes in patterns that denote kin; their eyes run the full gamut of drow eye colors. Their chitin has a black dominate color with a secondary color in various patterns & colors that also denotes kin. Their jaws are multi-jointed & also possess two finger-like fangs. The cht’karg’s six arms end in hands possessing two fingers & a thumb. Their multi-jointed legs end in a three toed foot.
Racial Traits:
• +6 Dexterity, +2 Int, +2 Wis, –2 Constitution.
• Medium: As Medium creatures, cht'karg have no special bonuses or penalties due to their size.
• Cht’karg base land speed is 30 feet. Base climb speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A cht’karg can see 80’.
• Tremorsense: A cht’karg can automatically sense the location of anything within 60 feet that is in contact with the ground.
• Wide Vision: Because of multiple eyes, a cht’karg has a +5 racial bonus to spot checks & cannot be flanked.
• Drow Blood: Cht’karg are considered to be drow for the purposes of racially specific abilities & effects.
• Spell Resistance: A cht’karg gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the cht’karg’s HD.
• Natural Attack: the cht’karg has a natural bite for 1d3 damage plus sleep poison (DC 15).
• Type: Abberation.
• Hit dice: The cht’karg has 3d8 racial hit dice.
• +1 racial bonus on Listen, and Search checks.
• Automatic Languages: Undercommon and Drow.
• ECL +3
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DA’AHROG (Feral Drow)
Personality: The da'ahrog tend to be aggressive & possess a great love of combat. They are fiercely protective of friends & are vengeful against those that betray them.
Physical Description: The da’ahrog stand between 6’-0” & 7’-0” tall. They have a heavy brow & strong lower jaw. They possess a mouth full of sharp teeth. Their head has bony plates from their brow to the top of their skull. Their hair & eye color run the gamut of the standard drow’s. Their hands possess three fingers & a thumb that have sharp retractable claws. Their digigrade legs are cat-like & possess four retractable claws & a dew claw. Their skin is covered in tough, flexible chitinous plates. They can move as easily on all fours as they can on two legs.
Racial Traits:
• +4 Str, -2 Int, +2 Wis
• Medium: As Medium creatures, da'ahrog have no special bonuses or penalties due to their size.
• Da’ahrog base land speed is 40 feet.
• Immunity to magic sleep effects
• Dark Vision: A da’ahrog can see 80’.
• Pounce: If a da’ahrog leaps upon a foe during combat, it can make a full attack even though it has already moved.
• Fast Healing 2.
• Drow Blood: Da’ahrog are considered to be drow for the purposes of racially specific abilities & effects.
• Spell Resistance: A da’ahrog gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the da’ahrog’s HD.
• Natural Attack: The da’ahrog can attack with its claws for 1d8 damage/each.
• Natural Armor: The chitinous plating of the da’ahrog’s skin give it a natural AC bonus of +6
• Type: Monstrous Humanoid
• Hit Dice: The da’ahrog has 2d10 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon and Drow.
• ECL +2
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TORG (Half-Drow/Half-Ogre)
Personality: The torg respect strength of body & prowess in battle. They are ambitious, & battles between torg seeking dominance over a clan are not uncommon, though, they rarely end in death.
Physical Description: The torg’s appearance is similar to that of a standard half ogre except they possess three eyes & a horn upon their head. Their eye colors are per drow standards. Their skin color can be black, gray, purple, or blue. Hair color can be black, red, orange, or green.
Racial Traits:
• +6 Str, -2 Chr.
• Large: As large creatures, they have a –1 penalty to AC & have a 10’ reach
• Torg base land speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A Torg can see 80’.
• Blood: Torg are considered to be drow & giant for the purposes of racially specific abilities & effects.
• Spell Resistance: A Torg gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the Torg’s HD.
• Natural Armor: The thick skin of the torg give it a AC bonus of +4.
• Type: Monstrous Humanoid
• Hit Dice: The Torg has 3d8 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon , Giant, & Drow.
• ECL +2
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GHAROUL (Half-Drow/Half-Gnoll)
Personality: The gharoul possess a near insanse joy of torturing ‘lesser’ races. They also find the intricacies of drowish politics enjoyable.
Physical Description: The gharoul’s facial structure is similar to that of a draegoloth, though their ears are long & pointed & are moveable like that of a gnoll. Their skin color is either black or gray & their eye & hair color is per a standard drow.
Racial Traits:
• +4 Str, -2 Chr.
• Medium: As Medium creatures, gharoul have no special bonuses or penalties due to their size
• Gharoul base land speed is 30 feet.
• Immunity to magic sleep effects
• Dark Vision: A gharoul can see 80’.
• Blood: Gharoul are considered to be drow & gnoll for the purposes of racially specific abilities & effects.
• Spell Resistance: A Gharoul gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the gharoul’s HD.
• Natural Armor: The hide of the gharoul give it a AC bonus of +1.
• Type: Monstrous Humanoid
• Hit Dice: The Gharoul has 2d8 racial hit dice.
• +1 racial bonus on Listen, Spot, and Search checks.
• Automatic Languages: Undercommon , Giant, & Drow.
• ECL +2
****************************************************
NHARLOTH (Half-Drow/Half-Narleth)
Personality: The nharloth enjoy destruction, no matter the enemy they face. They relish the joy of feeling the blood of their dying prey upon their claws. If they slay a particularly strong enemy, they ‘honour’ the enemy by devouring its still beating heart. The nharloth are the only drow subrace that seeks to become a drider & consider it a high honour to be one.
Physical Description: The nharloth stand between 6’-0” & 7’-6” tall. Their face is a nightmare with eight eyes, six finger like fangs, & an oddly structured mouth filled with sharp fangs. They posses a very broad chest with a double set of pectoral muscles which attach to its powerful arms that end in two fingers & a thumb & are clawed. Their skin is black. Their eyes are one color & are green, red, yellow, blue, or violet in color. The nharloth are not hairy like there nharleth parents & only have hair on their head under a bony crest & the males have stiff hairs on their forearms & lower legs.
Racial Traits:
• +6 Str, +4 Dexterity, +4 Con, -2 Int, -4 Wis, –4 Chr.
• Medium: As Medium creatures, nharloth have no special bonuses or penalties due to their size.
• Nharloth base land speed is 40 feet. Base climb speed is 40 feet.
• Immunity to magic sleep effects
• Dark Vision: A nharloth can see 80’.
• Web Spitter: The nharloth can spit a stream of sticky webbing from an orifice located between its mandibles. The webbing strikes directly in front of the monster up to a distance of 25 feet, unless a target can make a successful Reflex save (DC 17). Anyone hit by the webbing is entangled immediately, requiring no less than three successful Strength rolls (DC 16) to break free. Each attempted Strength roll takes the place of a move action.
• Acid Venom: The venom of the nharloth is extremely potent & highly acidic. Any victim bitten must take an immediate Fortitude save (DC 18) or be completely paralyzed. If the victim is subject to many bites, the poison builds up in the person’s system & begins the horrific process of dissolving flesh & bone. For each subsequent bite after a failed save, a victim loses one point of Constitution. This loss is permanent ability drain.
• Blood: Nharloth are considered to be drow & nharleth for the purposes of racially specific abilities & effects.
• Spell Resistance: A nharloth gains spell resistance equal to 9 + HD.
• Spell like Abilities: 1/day—Dancing lights, darkness, & faerie fire cast as the spells cast by a of equal level + ½ the nharloth’s HD.
• Natural Attacks: the nharloth has a natural bite for 1d6 damage plus poison & four claw attacks for 1d4+2.
• Natural Armor: the nharloth has chitonus skin that provides it a natural AC bonus +3.
• Type: Abberation.
• Hit dice: The nharloth has 4d8 racial hit dice.
• Skill racial bonuses: Listen +1, Search +1, Spot +4, Balance +2, Hide +2, Move Silently +2, Climb +4
• Automatic Languages: Undercommon, Nharleth, and Drow.
• ECL +4
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