Varsorragh Cultmage (3.5e NPC)

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Varsorragh Cultmage

CR 7

Male or Female Drow hexblade 6
CN, NE, or CE medium humanoid Drow
Init/Senses +5/Listen +2, Spot +2
AC 17, touch 11, flat-footed 16
(+1 Dex, +6 armor)
hp 37 (6 HD)
Fort/Ref/Will +2/+3/+5; +2 racial bonus to saves against enchantment, +2 Will against spells and spell like abilities, +1 to all saves against spells and spell like abilities, mettle
Speed 35 ft (7 squares)
Melee +1 frost falchion +8/+3 (2d4/18-20) +1d6 cold
Ranged mwk hand crossbow +7 (1d4/19-20/30 ft)
Base Atk/Grp +6/+7
Atk Options combat reflexes, Drow Poison
Special Actions Hexblade's curse 1/day (Will save DC 14 negates)
Hexblade Spells Known (CL 3rd):
1st (2/day)—charm person, phantom threat, tasha’s hideous laughter
Spell-Like Abilities (CL 3rd):
Abilities Str 12, Dex 13, Con 10, Int 10, Wis 10, Cha 13
SQ Immunity to magic sleep effects, automatic search check for secret doors if within 5ft, spell resistance 17, light-blindness
Feats Dash, Combat Reflexes, Improved Initiative, Combat Casting
Skills Bluff +4, Concentration +6, Diplomacy +4, Knowledge (arcane) +3, Listen +2, Search +2, Spellcraft +3, Spot +2
Possessions +1 frost falchion, masterwork hand crossbow with 20 bolts, +2 mithral shirt, 3 doses Drow poison


The Cultmages are the mid-level commanders in Drow cults in Varsorragh, maintaining order among the lower ranked enforcers and making sure the wishes of the cult leaders are seen to. Additionally, the cultmages are often the captains of slaving parties and usually have duties during sacrificial rites. The most talented and cunning among them will often rise above their station and take control of their cults, as long as they survive the machinations of their superiors long enough.



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