The Fall of Marath
Cultist Drow Warrior
Medium fey humanoid; Lurker
Senses: Perception +8; darkvision
HP 58 Bloodied 29
AC 21 Fortitude 17 Reflex 19 Will 16
Rapier (standard, at-will) Poison, Weapon
+11 vs. AC; 1d8+3 damage
Hand Crossbow (standard, at-will) Poison, Weapon
Ranged 10/20; +11 vs. AC; 1d6 +3 damage and the drow warrior makes a secondary attack against the same target; Secondary Attack: +10 vs. Fortitude; see drow poison
Darkfire (minor; encounter)
Ranged 10; +9 vs. Reflex; until the end of the drow warrior’s next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment.
The drow warrior deals and extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.
A creature hit by a weapon coated in drow poison takes a -2 penalty to attack rolls (save ends). First failed save: The target is also weakened. Second failed save: The target falls unconscious until the end of the encounter.
Alignment: Evil Languages: Common, Elven
Skills: Dungeoneering +8, Intimidate +5, Stealth +12
Str 14 (+6) Dex 19 (+8) Wis 13 (+5) Con 11 (+4) Int 13 (+5) Cha 12 (+5)
Equipment: chainmail, rapier, hand crossbow, 20 bolts
*These weapons are coated in drow poison