Those cursed by Corellon Larethian are condemned to spend their days languishing in a lightless world that contains terrible monsters and life-threatening dangers. These beings are the drow, and you can learn more about them in the D&D supplement Drow of the Underdark . . . and here in our excerpts, too. Read on for the Introduction, a list of new feats, the prestige class called the Demonbinder, the monster called the shunned, and the nonplayer character drow named Anybys.
Growing up in a society where females are all but expected to join the clergy is tough for someone with a talent for arcane magic. Anybys knew from an early age that her path did not go through Lolth's temple. Because of the ostracism and animosity she faced, she decided the best way to keep her skin was to ensure that her enemies never got close enough to be a threat.
Studying magical force effects was the outlet Anybys needed to achieve her goals. Over the past century, she has developed quite an arsenal to keep her foes at bay. Her method is to engage potential enemies at a distance and destroy them before they get within a bowshot of her lithe form.
Currently, Anybys is one of the premier master wizards in the city of Erelhei-Cinlu. She is not affiliated with any single house, but many court her favor secretly in the hope of using her power against their enemies. She occasionally takes on house wizards as apprentices, but she tires of these students quickly and either expels them from her tower or destroys them for some imagined slight. The houses have not yet avenged the deaths, perhaps because they fear her power, or perhaps because none of the victims has been of any importance. In any case, students who survive her tutoring harness more powerful and devastating magic than they did before, and the houses are always pleased with the results.
The priestesses of the Fane of Lolth despise Anybys for being a female who did not embrace the clergy, but they have yet to move against her directly.
Anybys Velifane CR 20
Female drow evoker 10/argent savant[CAr] 5/archmage 4
NE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Listen +12, Spot +13
Languages Common, Drow Sign Language, Elven, Undercommon
AC 25,touch 15, flat-footed 22
(+3 Dex, +4 deflection, +6 armor, +2 shield)
hp 67 (19 HD)
Immune magic sleep effects
Fort +10, Ref +12, Will +20 (+22 against spells, spell-like abilities, and other enchantments)
Weakness light blindness
Speed 30 ft. (6 squares)
Melee +3 elf bane shock dagger +12/+7 (1d4+3/19-20)
Ranged +2 light crossbow +14 (1d8+2/19-20)
Base Atk +9; Grp +9
Atk Options Empower Spell, enduring force, force specialization, mastery of shaping, unbind force
Special Actions mastery of counterspelling
Combat Gear wand of darkbolt[BoVD] (CL 8th, 38 charges), bead of force
Wizard Spells Prepared (CL 20th, 1d20+22 to overcome SR):
9th -- abyssal army[SC], Bibgy's crushing hand[F], meteor swarm (DC 25), transmute rock to lava[SC] (DC 24)
8th -- Bigby's clenched fist[F], ghost form[SC], polar ray (+12 ranged touch), summon monster VIII
7th -- antimagic ray[SC] (DC 22), banishment (DC 22), Bigby's grasping hand[F], greater teleport
6th -- analyze dweomer (DC 21), disintegrate (DC 21), empowered force missiles[SC,F], greater dispel magic, howling chain[SC,F] (DC 22)
5th -- stilled orb of force[SC,F], prying eyes, shard storm[SC,F] (DC 21), wall of force[F]
4th -- crushing despair (DC 19), dragon breath[SC] (DC 20), explosive cascade[SC] (DC 20), stoneskin, sword of deception[SC,F], wall of fire
3rd -- chain missile[SC,F], fireball (DC 19), fly, greater mage armor*[SC,F], lightning bolt (DC 19), manyjaws[SC,F] (DC 19)
2nd -- baleful transposition[SC] (DC 17), battering ram[SC,F], blast of force[SC,F] (+12 ranged touch, DC 18), stilled magic missile[F], scorching ray (+12 ranged touch), slapping hand[F]
1st -- feather fall, mage armor[F], magic missile[F] (2), shield[F], swift expeditious retreat[SC], ray of flame[SC] (+12 ranged touch, DC 17)
0 -- caltrops[SC], mage hand, ray of frost (+12 ranged touch), resistance, sonic snap[SC,F] (DC 16)
Prohibited Schools: necromancy, illusion
* already cast
Spell-Like Abilities (CL 20th):
1/day -- dancing lights, darkness, faerie fire
2/day -- force missiles[SC,F]
F: Force spell
Abilities Str 10, Dex 16, Con 12, Int 20, Wis 12, Cha 12
SQ ablate force, force armor, high arcana, summon familiar
Feats Empower Spell, Eschew Materials[B], Magical Aptitude, Negotiator, Scribe Scroll[B], Skill Focus (spellcraft), Spell Focus (evocation), Spell Penetration[B], Still Spell
Skills Bluff +5, Concentration +23, Decipher Script +15, Diplomacy +9, Knowledge (arcana) +27, Listen +12, Search +13, Sense Motive +9, Spellcraft +34, Spot +13, Use Magic Device +3 (+7 involving scrolls)
Possessions combat gear plus +3 elf bane shock dagger,2 light crossbow with 20 bolts, abyssal iron staff[Pla], ring of force shield, vest of resistance+4[CAr], belt of many pockets[CAr], ring of protection+2, 2 diamonds (500 gp each), sapphire (250 gp), platinum chain necklace (750 gp)
Spellbook spells prepared plus 0 -- arcane mark, detect magic, detect poison, disrupt undead, mending; 1st -- burning hands, detect undead, identify, protection from evil, Tenser's floating disc, unseen servant; 2nd -- continual flame, fox's cunning, glitterdust, Melf's acid arrow, protection from arrows, resist energy, shatter, summon swarm; 3rd -- daylight, gaseous form, haste, nondetection, secret page, sepia snake sigil, summon monster III; 4th -- dimensional anchor, fire shield, ice storm, lesser geas, Rary's mnemonic enhancer, shout, stone shape; 5th -- cone of cold, feeblemind, lesser planar binding, Mordenkainen's private sanctum, passwall, sending, teleport; 6th -- contingency, globe of invulnerability, summon monster VI, symbol of persuasion; 7th -- delayed blast fireball, ethereal jaunt, limited wish, sequester, vision; 8th -- incendiary cloud, mass charm monster, protection from spells; 9th -- gate, power word kill, prismatic sphere
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a -1 circumstance penalty on attack rolls, saves, and checks when in bright light.