By Gwendolyn F.M. Kestrel
Glory Blade (Drider), Brd 9 (CR 11)
Female drider* Brd 9; CR 11; Large aberration; HD 9d6+36; hp 31; Init
+4; Spd 30 ft., climb 15 ft.; AC 20, touch 14, flat-footed 16; Atk +8
melee (1d4+4 plus poison, bite), or +9/+4 melee (1d8+4/19-20, +1 longsword)
and +3 melee (1d4+1, bite), or +11/+6 ranged (1d8+3/x3, masterwork mighty
composite longbow [+3 Str bonus] with masterwork arrows); Face/Reach 10
ft. by 10 ft./5 ft.; SA poison, spell-like abilities; SQ bardic knowledge
+9, bardic music (countersong, fascinate, inspire competence, inspire
courage, inspire greatness, suggestion) 9/day, elf traits, SR 20;
AL CE; SV Fort +7, Ref +10, Will +6; Str 17, Dex 18, Con 18, Int 10, Wis
10, Cha 21.
and Feats: Climb +11, Diplomacy +17, Hide +4, Knowledge (history)
+12, Knowledge (nobility and royalty) +12, Listen +2, Move Silently +8,
Perform (singing, dancing, lute, panpipes, lyre, drum, drama, mime, juggling)
+17, Search +2, Spot +2; Dodge, Mobility, Point Blank Shot, Spring Attack.
(Ex): Morning Glory Blade delivers her poison (Fort DC 14) via each
successful bite attack. The initial damage and secondary damage are the
same (1d6 points of temporary Strength damage).
Abilities: 1/day -- dancing lights, darkness, detect chaos, detect
evil, detect good, detect law, detect magic, faerie fire, levitate.
Caster level 1st; save DC 15 + spell level.
Knowledge: Morning Glory Blade can make a bardic knowledge check with
a bonus of +9 to see whether she knows some relevant information about
local notable people, legendary items, or noteworthy places.
Music: Blade can use her song or poetics to produce magical effects
on those around her.
(Su): Morning Glory Blade can counter magical effects that depend
on sound by making a Perform check for each round of countersong. Any
creature within 30 feet of her that is affected by a sonic or language-dependent
magical attack can use Morning Glory Blade's Perform check result in place
of his or her saving throw if desired. Countersong lasts for 10 rounds.
(Su): Morning Glory Blade can cause a single creature within 90
feet that can see and hear her to become fascinated with her. Morning
Glory Blade's Perform check result is the DC for the opponent's Will save.
Any obvious threat breaks the effect. Fascination lasts 9 rounds.
Competence (Su): An ally within 30 feet who can see and hear Morning
Glory Blade gets a +2 competence bonus on skill checks with a particular
skill for as long as he or she can hear the music.
Courage (Su): Allies who can hear Morning Glory Blade receive a +2
morale bonus to saves against charm and fear effects and a +1 morale bonus
to attack and weapon damage rolls. The effect lasts for 5 rounds after
the ally can no longer hear her.
Greatness (Su): After hearing Morning Glory Blade sing for a full
round, a creature within 30 feet gains +2 Hit Dice (d10s that grant temporary
hit points), a +2 competence bonus on attacks, and a +1 competence bonus
on Fortitude saves. The effect lasts until 5 rounds after the creature
can no longer hear her.
(Sp): Morning Glory Blade can make a suggestion (as the spell)
to a creature she has already fascinated. A Will save (DC 18) negates
Traits: Morning Glory Blade is immune to magic sleep spells and effects.
She has a +2 racial bonus on saves against enchantment spells or effects.
She also has low-light vision (can see twice as far as a human in low-light
conditions) and is entitled to a Search check when within 5 feet of a
secret or concealed door as though actively looking for it. As an elf,
she has Martial Weapon Proficiency (composite longbow, composite shortbow,
longbow, longsword, and rapier) as bonus feats. Morning Glory Blade also
has a +2 racial bonus on Listen, Spot, and Search checks (already figured
into the statistics given above).
Spells Known (3/5/4/3; save DC 15 + spell level): 0 -- detect magic,
flare, ghost sound, open/close, read magic, resistance; 1st -- charm person,
cure light wounds, identify, mage armor; 2nd -- blur, silence,
sound burst, tongues; 3rd -- confusion, dispel magic, keen edge.
Ring of protection +1, +1 longsword, masterwork mighty composite longbow
(+3 Str bonus), 25 masterwork arrows, cloak of Charisma +2, necklace
of fireballs (Type VII), Heward's handy haversack, potion of jump, potion
of spider climb, potion of invisibility, acid (flask) (2), alchemist's
fire (2), antitoxin (vial) (2), holy water (flask) (2), smokestick (2),
sunrod (2), tanglefoot bag (2), thunderstone (2), tindertwigs (2), 100
gp pearls (2).
the Monster Mayhem drider
on the Wizard's website.
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