Size:
Medium
Type:
Fey
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Hand Crossbow
Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses its action to shake the target awake.
Action
Multiattack
The drow makes two Rapier attacks.
Action
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
Action
Web Cannon (1/Day)
The drow fires a ball of concentrated webbing from his hand crossbow, targeting a point he can see within 30 feet. On impact, it creates a Spider's Trap hazard that occupies a 10-foot-by-10-foot square centered on the chosen point, detailed in the "Terrain" section.
Reaction
Parry
The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
Special
1/day each
darkness, faerie fire, levitate (self only)
Special
At will
dancing lights
Special
Fey Ancestry
The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Special
Innate Spellcasting
The drow's spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
Special
Sunlight Sensitivity
While in sunlight, the drow has disadvantage on attack rolls as well as on Wisdom (Perception) ability checks that rely on sight.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Special (Ex)
Poison Use

Actions/Abilities/Traits:
(Pathfinder 2e) (Drow Fighter)
Actions/Abilities/Traits: (Pathfinder 2e) (Drow Fighter)
Ability
Ability
Circumstance: Trigger: The desert drake is targeted with an attack.
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
Divine Innate Spells
DC 14; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
Ability
Quick Draw
The drow fighter draws a weapon using the Interact action, then Strikes with that weapon.
Ability
Skewer
The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 persistent bleed damage.
Offense
Melee
Circumstance: combat round (melee)
rapier +9 [+4/-1] (deadly 1d8, disarm, finesse), Damage 1d6+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
hand crossbow +9 [+4/-1] (range increment 60 feet, reload 1), Damage 1d6+1 piercing plus lethargy poison
Trait
Drow
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Trait
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
hand crossbow (10 bolts)
leather armor
lethargy poison (2 doses)
rapier
Language
Elven
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Drow Hunter)
Actions/Abilities/Traits: (Pathfinder 2e) (Drow Hunter)
Ability
Ability
+1 status to all saves vs. magic
Ability
Deft Evasion
When the hunter rolls a success on a Reflex save, they get a critical success instead.
Ability
Divine Innate Spells
DC 23; 2nd darkness (at will), faerie fire (at will); Cantrips (4th) dancing lights
Ability
Hunter's Wound
Frequency: once per round
Prerequisites The hunter is wielding a ranged weapon with a reload of 0; Effect: The hunter makes two ranged Strikes against their prey. If both hit and deal damage, the target takes an additional 1d8 persistent bleed damage.
Ability
Skirmish Strike
The hunter can Step and then Strike, or Strike and then Step.
Offense
Melee
Circumstance: combat round (melee)
longsword +16 [+11/+6] (versatile P), Damage 1d8+7 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite longbow +18 [+13/+8] (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+7 piercing
Trait
Drow
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Trait
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
+1 composite longbow (20 arrows)
chain shirt
longsword
Language
Elven
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Drow Priestess)
Actions/Abilities/Traits: (Pathfinder 2e) (Drow Priestess)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Innate Spells
DC 17; 4th darkness; 3rd dispel magic, levitate (x3); 2nd darkness (at will), faerie fire (at will); 1st command (at will); Cantrips (4th) dancing lights
Ability
Divine Prepared Spells
DC 21; 2nd harm (x3), silence, spiritual weapon; 1st bless, command, fear; Cantrips (2nd) detect magic, guidance, know direction, read aura, stabilize
Ability
Shield Block
Offense
Melee
Circumstance: combat round (melee)
rapier +9 [+4/-1] (deadly 1d8, disarm, finesse), Damage 1d6+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
hand crossbow +9 [+4/-1] (range increment 60 feet, reload 1), Damage 1d6 piercing plus lethargy poison
Trait
Drow
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Trait
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
BT 10)
chain mail
hand crossbow (10 bolts)
HP 20
lethargy poison (4 doses)
rapier
religious symbol
steel shield (Hardness 5
Language
Abyssal
Elven
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Drow Rogue)
Actions/Abilities/Traits: (Pathfinder 2e) (Drow Rogue)
Ability
Ability
+1 status to all saves vs. magic
Ability
Divine Innate Spells
DC 16; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
Ability
Nimble Dodge
Circumstance: A drow rogue can't use this reaction while encumbered. . Trigger:
The drow rogue gains a +2 circumstance bonus to their Armor Class against the triggering attack.
Ability
Quick Draw
The drow rogue draws a weapon using the Interact action, then Strikes with that weapon.
Ability
Sneak Attack
The drow rogue deals 1d6 extra precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
shortsword +10 [+6/+2] (agile, finesse, versatile S), Damage 1d6+4 piercing
Trait
Drow
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Trait
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
hand crossbow (10 bolts)
lethargy poison (2 doses)
shortsword
studded leather armor
Language
Elven
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Drow Shootist)
Actions/Abilities/Traits: (Pathfinder 2e) (Drow Shootist)
Ability
Ability
+1 status to all saves vs. magic
Ability
Distracting Shot
The shootist takes aim and makes a ranged Strike. If the attack hits and deals damage, the target is flat-footed until the end of the shootist's turn, or until the end of the shootist's next turn on a critical hit.
Ability
Divine Innate Spells
DC 24; 2nd darkness (at will), faerie fire (at will); Cantrips (4th) dancing lights
Ability
Reloading Trick
Circumstance: The shootist is holding an unloaded repeating hand crossbow;
The shootist Interacts to reload the repeating hand crossbow and Strikes with it.
Ability
Shootist's Draw
Frequency: once per round
Effect: The shootist Interacts to draw a repeating hand crossbow and Strikes with it, or Strikes with a loaded repeating hand crossbow they're holding then Interacts to stow it.
Ability
Shootist's Luck [Reaction]
Frequency: once per day
Effect: The shootist rerolls the save and uses the better result.
Ability
Sneak Attack
The shootist deals an extra 2d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
rapier + 18 [+13/+8] (deadly d8, disarm, finesse), Damage 1d6+9 piercing
Offense
Ranged
Circumstance: combat round (ranged)
repeating hand crossbow +20 [+15/+10] (range increment 60 feet, reload 0 [3 to reload magazine], repeating), Damage 1d6+9 piercing plus stupor poison
Trait
Drow
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Trait
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
+1 repeating hand crossbow (4 magazines)
rapier
shootist bandolier
studded leather armor
stupor poison (4)
Language
Elven
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Drow Warden)
Actions/Abilities/Traits: (Pathfinder 2e) (Drow Warden)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Ability
Divine Innate Spells
DC 19; 2nd darkness (at will), faerie fire (at will); Cantrips (2nd) dancing lights
Ability
Hampering Slash
A target damaged by the warden's melee Strike must succeed at a DC 21 Fortitude save or be slowed 1 until the end of the warden's next turn.
Ability
Sneak Attack
A warden deals an extra 1d6 damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
elven curve blade +14 [+9/+4] (forceful), Damage 1d8+6 slashing plus hampering slash
Offense
Ranged
Circumstance: combat round (ranged)
hand crossbow +13 [+8/+3] (range increment 60 feet, reload 1), Damage 1d6+2 piercing plus lethargy poison
Trait
Drow
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Trait
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
sleep
Item
chain mail
elven curve blade
hand crossbow (10 bolts)
lethargy poison (3)
Language
Elven
Undercommon
Perception
darkvision