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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

DEFENSE

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
Weaknesses light blindness

OFFENSE

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
3rdinstant enemy, tireless pursuers
2ndarrow eruption, cat’s grace, versatile weapon
1staspect of the falcon, gravity bow, longstrider

STATISTICS

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

SPECIAL ABILITIES

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.



Section 15: Copyright Notice

Pathfinder Campaign Setting: Rival Guide. © 2011, Paizo Publishing, LLC. Authors: Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart.