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Cheitan Drow (Drow Cleric 12)

Skin like polished ebony and long, pointed ears are offset by a shock of bright red hair and teeth black as coal dust.

Cheitan Drow CR 14

XP 38,400
Male cheitan drow cleric 12
CE Medium outsider (native)
Init +3; Senses darkvision 120 ft.; Perception +7


AC 25, touch 12, flat-footed 23 (+8 armor, +1 Dex, +1 dodge, +3 natural, +2 shield)
hp 111 (12d8+36 plus 12)
Fort +11; Ref +9; Will +13; +2 vs. enchantment
Immune sleep; Resist fire 20; SR 18
Weaknesses light blindness


Speed 30 ft., fly 40 ft. (perfect); 20 ft, fly 30 ft. (perfect) in armor
Melee +1 heavy mace +16/+11 (1d8+6) or 2 slams +14 (1d6+5)
Special Attacks channel negative energy 6/day (DC 19, 6d6), scythe of evil (6 rounds, 2/day)
Spell–like Abilities (CL 12th):

3/daydetect magic, produce flame, scorching ray (1 ray)
1/daydancing lights (DC 13), darkness, faerie fire, gaseous form, pyrotechnics, wall of fire

Domain Spell–Like Abilities (CL 12th):

8/day—fire bolt (1d6+6 fire), touch of evil (6 rounds)

Spells Prepared (CL 12th):

6thcreate undead D, harm (DC 21), heal
5thflame strike (DC 20), fire shield D, greater command (DC 20), righteous might, slay living (DC 20)
4thdivine power, greater magic weapon, poison (DC 19), spell immunity, unholy blightD (DC 19)
3rdbestow curse (DC 18), contagion (DC 18), cure serious wounds, fireballD (DC 18), magic circle against good, summon monster III
2ndalign weapon (evil only) D, bull’s strength, cure moderate wounds, death knell (DC 17), desecrate, shatter (DC 17)
1stbane (DC 16), burning hands D (DC 16), command (DC 16), cure light wounds, divine favor, doom (DC 16), summon monster I
0 (at will)bleed (DC 15), mending, read magic, resistance

D domain spell; Domains Evil, Fire


Str 20, Dex 16, Con 17, Int 10, Wis 20, Cha 17
Base Atk +9; CMB +14; CMD 28
Feats Brew Potion, Combat Casting, Dodge, Lightning Reflexes, Maximize Spell, Weapon Focus (heavy mace)
Skills Fly +6, Heal +14, Knowledge (history) +9, Knowledge (religion) +9, Perception +7, Spellcraft +9; Racial Modifiers +2 Perception
Languages Common, Undercommon
SQ aura, poison use
Other Gear +1 banded mail, +1 light steel shield, +1 heavy mace


Heat (Ex)

A cheitan’s body deals 1d3 points of extra fire damage whenever it hits in melee with a natural attack or in each round it maintains a hold while grappling.

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.

Editor's Note

Base template: Cheitan