Drow Psychostazi Enforcer (3.5e NPC)
From D&D Wiki
|Villainous Sneak 10|
|Lawful Evil Medium Humanoid (Elf) [Drow]|
|Init/Senses||+6/Listen +14, Spot +14|
|AC||25 (inertial armor +6, armor enhancement +4, deflection + 3, Dex +4), touch 25, flat-footed 25|
|hp||47 (10d6+10 HD)|
|Melee||Crystal short sword +12 (1d6+1) [+4d6 sneak] *favored weapon +1|
|Ranged||Blaster Pistol +13/+8 or +11/+11/+6 (2d6+4 touch + knock back) *favored weapon +2. Blasters have six shots.|
|Abilities||Str 10, Dex 19, Con 12, Int 14, Wis 13, Cha 12|
|SQ||Darkvision 120 feet, Drow abilities, Spell-like abilities, Light Blindness.|
|Feats||Weapon Finesse, Point Blank Shot, Rapid Shot|
|Skills||Balance +12, Climb +10, Disable Device +12, Disguise +10, Hide +12, Jump +10, Knowledge (local) +12, Listen +12, Move Silently +12, Open Lock +12, Search +14, Sleight of Hand +12, Spot +14, Tumble +12, Use Rope +12.|
Enforcers act as political control for a ruling totalitarian group of drow called the Psychostazi. Using the psionic abilities and the blasphemous equipment of their enemies, they root out the disloyal and the ambitious. They ensure that the rank and file stay in line and in control. The Psycostazi enforcers have brought a halt to the power politics of the drow, replacing that with fear, brainwashing, and disappearances.
Enforcers prefer ranged combat, preferably ambushes. They use any dirty trick that they can think up.
Drow Abilities: Drow have the following abilities:
Immunity: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Spell-Like Abilities: Spell-like abilities once per day: dancing lights, darkness, faerie fire.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Inertial Armor (Su): Psychostazi have inertial armor as a continual ability.
Read Thoughs (Sp): Psychostazi have the ability to read thoughts at will.
Mental Disruption Grenades: Psychostazi each carry two augmented mental disruption grenades, 20 foot radius effect, Will save DC 20. Grenade has a range increment of 5 feet. A square on the map is AC 5.
Blaster Pistol: 2d6+4 touch, energy push, Reflex half, DC 13. Strength check, DC 13 or move 5' + 5'/5 pts damage or take 2d6 hitting solid object. Each pistol has six shots. For proficiency purposes, they are considered hand crossbows. The enforcers do not carry reloads of their weapons, so as to limit the spread of those weapons as well as limit the enforcers. The Psychostazi are well aware of the treachery of their fellow drow, especially those in a position to enforce loyalty.
Back to Main Page → 3.5e Homebrew → NPCs → CR 10
Back to Main Page → 3.5e Homebrew → NPCs → ECL 10