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Fergus Blackheart (Unseelie Advanced Drow Aristocrat 1 / Warrior 2)

With sure, fluid movements, the lightly armored elven warrior turns, cloak whirling. One gloved hand holds a rapier; the other, a hand crossbow. His skin is pale, nearly white, as is his long hair. Now that you can see his face, he doesn't appear completely elven. His features are sharper, ears longer, and his noble visage cannot conceal the malevolence burning in his eyes.

Fergus Blackheart
CR 3

XP 800
Male unseelie advanced drow aristocrat 1/warrior 2
CE Medium fey (elf)
Init +5; Senses darkvision 120 ft.; Perception +7

 DEFENSE

AC 20, touch 15, flat-footed 15 (+5 Dex, +2 natural, +3 armor)
hp 21 (3 HD;1d8+2d10+6)
Fort +5, Ref +5, Will +3; +2 vs. enchantment
Immune sleep; DR 5/cold iron; SR 14
Weaknesses light blindness

 OFFENSE

Speed 30 ft.; woodland stride
Melee masterwork rapier +8 (1d6+2/18-20)
Ranged hand crossbow +7 (1d4 plus poison/19-20, range increment 30 ft.)
Special Attacks beast shape, poison
Spell-Like Abilities (CL 3rd)

At will - detect magic, flare (Fort DC 13), guidance, speak with animals, resistance

 STATISTICS

Str 15, Dex 21, Con 14, Int 16, Wis 13, Cha 16
Base Atk +2; CMB +4; CMD 19
Feats Combat Expertise, Weapon Finesse
Skills Bluff +11, Climb +6, Handle Animal +8, Intimidate +9, Knowledge (nature) +7, Knowledge (nobility) +7, Perception +7, Ride +9, Sense Motive +5, Sleight of Hand +9, Survival +6; Racial +4 Bluff, +2 Perception, +4 Sleight of Hand; Armor Check Penalty -1 (already included)
Language Abyssal, Common, Drow Sign Language, Elven, Sylvan, Undercommon
SQ poison use
Combat Gear masterwork studded leather armor, masterwork rapier, hand crossbow with 20 bolts, drow poison (2 doses), two tanglefoot bags, 130 gp for other items

 SPECIAL ABILITIES

Beast Shape (Su)

Once per day, Fergus can use beast shape I, as per the spell. This supernatural ability takes effect as if cast by a 6th-level sorcerer.

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.