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Drow of the Underdark

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Page 1: Drow of the Underdark
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Introduction: Drow In The Realms . . 3The Nature of Dark Elves . . . . . . . . 5Dark Elven Society . . . . . . . . . 13Drow Religion . . . . . . . . . . . .20

Eilistraee . . . . . . . . . . . . . 21Ghaunadaur (The Elder ElementalGod). . . . . . . . . . . . . . . .27Lolth . . . . . . . . . . . . . . . .35Vhaeraun . . . . . . . . . . . . 43

The High History of the Drow . . . . 46Drow Spells . . . . . . . . . . . .49Drow Magical Items . . . . . . . . .69Drow Craftwork . . . . . . . . . . .87Drow Language . . . . . . . , . l .95Drow Nomenclature . . . . . . . . .96

A Selected Glossary of Deep Drow 100Dark Elven Runes . . . . . . . . . 103The Spider And The Axe: War In The

Depths . . . . . . . . . . . . . . 109The Underdark . . . . . . . . . . . 111Monsters of the Underdark . . . . . 112

Bat, Deep . . . . . . . . . . . . 113Dragon, Deep . . . . . . . . . . 115Myrlochar . . . . . . . . . . . . 117Pedipalp . . . . . . . . . . . . . 118Rothe . . . . . . . . . . . . . . 120Solifugid . . . . . . . . . . . . . 122Spider, Subterranean . . . . . . 123Spitting Crawler . . . . . . . l . 125Yochlol . . . . . . . . . . . . . . 126

Credits

Design: Ed Greenwood Typesetting: Ries GraphicsEditing: Newton Ewe11 Cover Art: Jeff EasleyKeylining: Sarah Feggestad Interior Art: Tim Bradstreet, Rick Harris

CONTENTS

Copyright ©1991 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc.POB 756

Lake GenevaWI 53147 USA

TSR Ltd.120 Church End, Cherry HintonCambridge CB1 3LBUnited Kingdom

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Distributed to the book trade by Random House, Inc., and in Canada by Random House ofCanada, Ltd.Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.Distributed to the toy and hobby trade by regional distributors.

This work is protected under the copyright laws of the United States of America. Any repro-duction or unauthorized use of the material or artwork herein is prohibited without the ex-press written consent of TSR, Inc.

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registeredtrademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc.

9326 ISBN 1-56076-132-6Dedication

To Gary Gygax, for our first dark look at the drow.

To Roger Moore, for glimpses of drow, dwarves, and a campaign of warfare between them.

To Eric Oppen, for the dark elven point of view.

To C.E. Misso, for a look at the unfortunate driders.

To Ann Dupuis and to Erol Otus, for a little magic.

To James Jacobs, for two names and more fun.

To Jim Lowder, for finding drow in the Realms.

To Karen Boomgarden: Eilistraee is for you, with love and respect.

Most of all, to Bob Salvatore, for bringing the drow to life in the Realms � and spinning tales ofthe Realms to warm many a fireside, down the passing years!

Greater indeed are pleasures that are shared. � Drizzt Do�Urden, Exile

2 •

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Drow. The Dark Elves. Those Who HaveTurned to Evil. In elven tongues, they arereferred to by several names: �tirlaukhbhet-ess,� �tuer lothnil,� and �duissaszbhar.� All of these translate to �TheAccursed.� The elegant, dark and deadlydrow are a hated and feared race.

In the dangerous caverns of the Un-derdark dwell many horrible monsters,including the drow. Obsidian-skinnedkin to elves, this fell race has won masteryof magic�and a cruel reputation. Smallchildren of Faerun hear whispered taleseven before they are officially warned ofThose Below.

As everyone knows, drow come bynight, sporadically raiding the surfacerealms with their twisted magic and theirnear-invulnerability to the magic art ofmost wizards. They are masters of subtletreachery, and cannot be trusted even bytheir fellows.

�Were they not divided into warringfactions, they�d no doubt have overcome arealm or two before this�and mayhap(quietly, now; they�ve spies everywhere)even have already, on the sly, here onthe very sunlit surface of Faerun! Eh�smile not! Have ye not heard of strangemagic and doings, and this an� that goingshort, that never ran out before? Well��tis going below, mark ye�to them.�

So much I heard from a dozen hire-swords and caravan-guards in the tav-ems of Waterdeep when I asked aboutdrow (a subject best avoided, they gaveme to know). Armed with the ever-accu-rate lore of the average sword in thestreet, I used a secret gate I knew, and ina single step was flung from the City ofSplendors. Half a world away I flew, to theold green trees of Shadowdale; betweentwo old and gnarled forest giants, actu-ally, just across the high road from the

unheralded flagstone path that leads toElminster�s Tower.

What did The Old Sage, among thegreatest (and almost certainly the mostwidely-experienced) living mages of Fae-run, know of drow? I quickened my stepsas I framed the question half a dozenways, thinking on how best to approachHis Crustiness.

Hearing a familiar chuckle from off tothe left, I took the side-path that led downto Elminster�s Pool. Perhaps he was doingdishes or laundry (or rather, sitting andtalking, smoking his infernal pipe, whileLhaeo did the actual work), or maybe hewas �I stopped dead.

Elminster was sitting, yes, smoking,definitely�but he was also chuckling atthe low, murmured words of a visitor.Words that ceased abruptly at my arrival,changing to silent hand-movements,head-shifts, arched brows, and a complexshifting of expressions.

Elminster laid a level gaze upon me,nodded in a �wait-and-bide-quiet� man-ner, and turned his attention to hisguest. His hands, shoulders, and whatcould be seen of his face above the beardalso moved, in a silent, high-speed ges-ture-talk that seemed concerned with thesafety of my presence, and what I mightreveal. I forgot to wait and bide quiet inthe approved inscrutable manner; I wastoo busy staring.

Before me, shoulder-deep in the pool,was a very beautiful elven woman. Herhead and shoulders were framed by acascade of fine, snow-white hair, whichpooled in the water around her in animpressive nimbus. Ruby-red eyes, set ina delicately-featured obsidian face, dartedfrom Elminster to me like licking flamesin the gathering twilight.

The drow lady�I could only call her a

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lady� held a swirled-crystal wineglassclear of the water. Green, spiced drowwine sparkled within its depths. A simi-lar draught occupied a matching glass ona rock beside The Old Mage.

Elminster smiled, and turned to me.�Well met,� he said. �May I present �nocloser, please; she�s rather apprehensive,and for reasons of modesty won�t comeout of the water just now�my onetimeapprentice, Susprina Arkhenneld.�

He held my eyes almost challengingly. Iremembered that one knelt on one kneeto ladies of esteem (even when they�rebathing in a pond), and did so. Elminstersmiled. �Aye, she�s drow. Mystra mindednot. Have ye become so expert in the waysof Faerun that ye must stand asdumbfounded as a local? Ye came to askme something?�

I took a deep breath, and tried a smileon the angry-looking Susprina. Thiswasn�t going to be easy. . . .

It definitely wasn�t easy, but you nowhold the end result: a sourcebook explor-ing the fascinating, often deadly cultureof the drow in (or rather, under) Faerun.Elminster helped, as did Susprina, butthey both warn that much here is incom-plete: adventurers may well learn more attheir peril. Moreover, in the other worldswhere they are found, drow may vary incustoms and details from the informa-tion given herein. As The Old Mage says(all too often, it seems): Ye Have BeenWarned.

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The drow, or dark elves, are a fearsomeand mysterious race to most surfacedwellers in the Realms. Their essentialcharacteristics, statistics, and game-re-lated details are given in Volume 2 of theMonstrous Compendium, under theheading �Elf, Drow.�

This chapter augments the informa-tion given there, as the essential first steptoward the goal of this work: bringing thedrow of the Realms to life, for easy DMreference and ready use in play.

Drow Build

Drow vary in shape, features, and haircolor as greatly as humans do. The onlyexception to this rule is their uniformlyjet-black skin (the few exceptions tend tobe bone-white albinos).

The majority of drow have snow-whitehair from birth, yellowing (if female) orgraying (if male) and thinning with greatage. Rare drow have naturally silver orcopper-hued hair, although there arethose who deliberately dye their hairsilver (see the chapter on Drow Religion,under �Eilistraee�).

Most drow have red eyes. Others havegreen, brown, or black. Various shades ofgray, even amber and rose-hued eyes arenot unknown. All drow eyes tend to growredder when they are angry or upset.Yellow eyes usually denote illness, dis-ease, poisoning, or the presence of cer-tain detrimental magics.

Blue and purple (and all the tintsthereof) are the most unusual eye colors,and usually denote human or surface-elven blood somewhere in the drow�sancestry.

Drow teeth may be black, white, orpurple, and their gums, tongues, andthroats pink, red, or purple.

Drow females tend to be bigger andstronger than males. Both sexes tend tobe lithe, slim, and graceful in build,features, and movements, much as otherelves appear to human eyes.

Drow Intelligence

Drow are also very alert and inquisitive,simply as survival traits in their twistedsociety. This mental readiness gives theman intellectual advantage over most crea-tures. When creating drow characters,DMs may elect to add +1 to Intelligencescore rolls, and +1 or +2 to Dexterityscores, to a maximum of 18. Note thatwhile drow Intelligence is augmented,drow Wisdom is not� the all-pervasiveteachings of Lolth, and the limited expo-sure to other societies, beings, and sur-roundings, are not conducive to a wideand reasoned experience of the world.

Drow are rarely surprised. DMs shouldadd the �expecting attack� +2 modifier toall drow surprise rolls. This is becausedrow always expect attack, whether inthe �wild� Underdark or surface world, intheir own cities (where rival drow maystrike with a dagger, dart, or spell at anytime), or even at home (where rival familymembers may seize an unguarded mo-ment to �prune the family tree�).

To reflect the true deadliness of drow incombat, DMs are urged to have them useshrewd strategies, be alert and respon-sive to PC foes preparing spells and otherdangers to come, and so on. Typical drowtactics include arranging ambusheswhere known dangers can be used, suchas loose rocks that can be knocked downatop intruders. Anti-personnel traps,such as strategically-placed phycomids,and glass bulbs filled with ascomoidspores, are also not uncommon in the

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Underdark. Drow who fall in combat arecustomarily animated as zombies (solong as their lower limbs are usable) bydrow clerics, not left for others to plun-der. Such zombies are often commandedto carry less-mobile dead and wounded,and are also useful as �shock troops.�

Drow Senses

Drow eyes can see heat patterns in airand rock thanks to their 120� rangeinfravision. Against a dim gray �cold�stone backdrop, progressively warmerhues show as subtle blue, purple, red,and warm yellow. The warmth comesfrom hot springs, magma, seeping water,and fissure-breezes.

Drow learn to use the �shadows� ofthese varying hues for concealment whenstalking, in much the same way as asurface creature uses the shadows pro-duced by the sun, moon, and other lightsources. Like surface dwellers, drowmust learn to �read� heat-hues; the mean-ings of various shades and patterns be-come known to drow only through teach-ing or experience �in the field.�

Near areas of drow habitation in theUnderdark, the varying heat-hues of thenatural Underdark are blurred by thehigher ambient heat of many gathered,living beings and their activities. Drowcities also sport magical glows, a fewactual lights (notably the sharp, foreign-to-most-drow radiances of the candles ofstudying wizards and important ritualsto Lolth), and the far more commoncontinual faerie fire glows that highlightdrow sculpture.

the Underdark, one learns to find waterby timing the echoes of dripping orrunning water, and to detect coming rockshifts or collapses by listening for thenatural grating and groaning sounds ofunshaped rock.

Drow have long, slender, sensitive fin-gers, and a highly-developed tactilesense. In addition to their silent languageof gestures, stances, and expressions,they are able to read subtle, braille-like�secret signs� left on rock walls, messagestones, and other places by fellow drow.

The drow sense of smell, however, isnot so acute. The all-pervasive smell ofthe rock and damp air all around, taintedby ever-present mold and fungus sporesand the scent of drow and slave bodies, isa strong background. Most drow havebeen exposed to strong incense and offer-ing-burnings since infancy, which fur-ther serves to dull the olfactory sense.Drow still enjoy perfume, incense, andthe like, but their smell is only about asacute as that of most humans� far lessthan that of many native inhabitants ofthe Underdark.

Personal Magic

All civilized drow receive training in wiz-ardly magic (discussed in the next chap-ter), both to test their aptitude for castingspells and to train them in the mentalconcentration necessary for control oftheir natural spell-like abilities. (DMNOTE: SPELL-LIKE ABILITIES FADEWITH TIME ON THE SURFACE WORLD.BY THE TIME A PC IS OF ADVENTURINGAGE, THEY WILL HAVE FADED AWAY.)

Drow are proud of the beauty of their These innate �base powers,� so-calleddesigns, and usually outline the most because all drow are born with them, andimpressive works with this spell. with practice can learn to use them

Drow hearing is highly developed. In without formal tutelage, are the abilities

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to evoke dancing lights, faerie fire, anddarkness. These powers vary slightlyfrom place to place according to lineage,natural differences between individuals,differences in the prolonged favor of drowdeities, and variations in the local inten-sity of the natural radiation of the Un-derdark. Drow control over them varieswith mental state, sickness, age andtraining, and other conditions. A dyingdrow may knowingly pour his or her life-force into the exercise of these powers,doubling or even trebling their area ofeffect, duration, and/or damage, if theDM desires. DM NOTE: CONCENTRA-TION IS NOT NECESSARY FOR DROWTO CONTROL BASE POWER EFFECTS.

In general terms, these powers may allbe used only once every 24 hours (144turns). For example, a drow who levitatesmay not re-awaken that natural poweruntil 144 full turns have elapsed from theinstant levitation ceased. Any naturalspell-like power can be used continuouslyfor 1 round per level of the drow, plus around. It can be ended prematurely bycertain hostile magical effects (such asdispel magic), by the will of the drowemploying them, or by the undertaking ofspellcasting or the use of another basepower by the same drow (drow mustconcentrate to maintain their spell-likepowers, and can only use one at a time).

The base powers create effects inde-pendent of a drow�s person; once un-leashed, they can be moved about by thecreating drow (at a base MV of 16) byeffort of will.

Except as noted in this chapter, all ofthese effects function as the spells of thesame names, detailed in the Player�sHandbook. The areas of effect of the lasttwo spells increase by 10 square feet, orin a globe, 2� of additional radius (DM�s

choice of which, according to the situa-tion) per level of the creating drow, above(not including) 4th level. The number oflight sources created by the dancinglights effect also increases by one forevery two levels of the creator beyond 4th:that is, one additional at 6th, another at8th, and so on. Range and control alsoincrease by 10�/level beyond 4th. A creat-ing drow who has received even rudimen-tary training can always create an effectof lesser size, range, and efficacy than themaximum possible (e.g. a 5�-radiussphere of darkness around a foe�s head,rather than a 20�-radius sphere cloakingthe foe and four companions).

The darkness cast by the natural powerof drow is globe-shaped. Its �base� size(the maximum usable by drow of 4th levelor less) is a sphere of 20� radius. Like thedarkness created by a priests� spell, it isimpervious to both infravision and nor-mal sight. True seeing and the vision ofcertain creatures (such as extra-planarbeings and inherently magical or createdcreatures such as gargoyles, golems, and homunculi) can penetrate drow dark-ness. Certain magical devices are alsoeffective against it: for example, a gem ofseeing sees through it, noting its pres-ence only as a dark tint over a distinctarea, and the �pale light� property of agem of brightness dispels it. (Use thesereferences as a guide in judging theresults of drow-darkness contacts withother magic.)

Drow of above fourth level gain �maturepowers� of levitate, know alignment, anddetect magic.

Drow priests and priestesses also gainadditional spell-like powers (in additionto their spells) through divine favor.These include clairvoyance, detect lie,suggestion, and dispel magic. At the

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DM�s option, these can extend to suchabilities as detect undead, ESP (otherdrow only, 20� maximum range), andinvisibility to undead. (DM NOTE: It issuggested that a clerical drow have a 20%chance of improving an existing power,and a 10% chance of gaining a newpower, for each new level attained; aug-ment these chances to simulate deitiesrewarding truly exceptional service.)

Drow of noble blood or name typicallygain the ability to use all of their base andmature powers more than once a day. Anadditional daily use is granted at the endof each decade of life; senior noble drowhave practically unlimited use of theirpowers.

All drow with intelligence scores of 16or higher, and of 6th or greater level, canwield a natural spell-like power and aspell simultaneously (e.g. casting a spellwhile levitating), or employ a maximumof two natural spell-like powers simulta-neously (e.g. levitating while launchingdarkness to enshroud the head of anopponent).

The presence of strong light hampersdrow concentration. Common and un-trained drow typically lose the ability tocast any spells or use any base powers(though they can maintain already-activeones) in any light equal to or greater thannormal sunlight.

Noble drow must make a saving throwversus spell to launch any spell or spell-like power (already-active ones are auto-matically retained), and all drow arereduced to the use of one spell or spell-like power at a time; no combinations arepossible. The creation of light in anymeeting with drow typically brings in-stant drow attack, and the launching ofhand of darkness spells against the lightsource.

Drow also possess an incredibly highnatural magic resistance. Newborn ba-bies and infants have weak, fluctuatingmagic resistances (continuously varyingfrom 02-40%; roll 2d20 to determine theresistance on a given round). To protectendangered young, drow alchemists de-vised a potion of magic resistance, whoseuse in battle has spread among the race.(It is detailed in the chapter on DrowMagical Items.) This resistance growsand stabilizes as drow mature. A drowyouth has 40% magic resistance, and byadolescence, it has reached a stable 50%.Magic resistance increases from this 50%base by 2% for every level of advancementgained by a drow individual, above 1st.(Multi-classed drow gain this bonus onlyfrom the class in which they have thehighest level, not from both classes.) Alldrow receive a +2 bonus to all magicalattack saving throws�that is, bothagainst spells that overcome their naturalresistance, and against the effects ofmagical items wielded against them.

Dark Elven Wizards

The most dangerous of drow, and thosemost likely to be encountered alone out-side of their Underdark communities (asopposed to fighting bands) are wizards.Drow wizards, especially males, are oftendriven into exile out of fear at the treat-ment they expect from those of rivalHouses, jealous priestesses, and the an-gered authority of Lolth.

Dark elven wizards often become oraccompany merchants, dealing with thesurface world where their magic serves toprotect and disguise them. Their endlessneed for more magical knowledge andspell components drives them into lots ofadventuring, or the frequent hiring of

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professional explorers.Drow wizards can become quite power-

ful (see the section which follows). Else-where in this sourcebook, the spells andmagical items they can craft and/or useare detailed.

Some unusual familiars can appear inthe company of these folk. Drow wizardsfavor watchspiders and hunting spiders(both detailed under �Spider, Subterra-nean� in this sourcebook) as familiars,but more often must employ snakes,spitting crawlers, pedipalpi, solifugids,and all manner of spiders, instead. Thereally fortunate ones acquire the compan-ionship of an azmyth. (All of the afore-mentioned creatures are detailed in the�Monsters� section of this book.)

Level Advancement andExceptional Drow

Drow without exceptional prime requi-sites (not counting PCs, and noble NPCs)cannot advance beyond certain limits intheir experience levels.

Drow are considered as elves, as far aslevel restrictions under Table 7 on page15 of the Dungeon Master�s Guide.

The limits as priests and wizards,however, do not apply: drow are limited inadvancement as priests only by the will oftheir gods (who typically end such ad-vancement by destruction or elevation todemigod servant-status around 22ndlevel), and as wizards only by the availa-bility of new spells to learn, tutors, andmagical items or components to studyand experiment with. Simply put, DROWWIZARDS HAVE NO LEVEL RESTRIC-TIONS. Those who have a taste for adven-ture are effectively unlimited in leveladvancement; those who are �stay-at-home-studiers� are typically slowed in

advancement to a halt between 17th to19th level due to simple lack of experi-ences and materials.

Driders � Misfit Drow

In the dangerous societies of Lolth-wor-shipping drow, there are a few individu-als who openly defy the Spider Queen, orwhose actions show a possible disregardfor her will, aims, and the safety of herclergy and the drow community. These�suspect� drow usually perish throughtheir own actions, or are driven into exile,where they die at the hands of somepredator of the Underdark.

A few, however, manage to escape thewrath of their betters. These drow are adanger to Lolth � particularly if they showsigns of wanting to defy clerical author-ity, or change the balance of power andwreck the community (by ending Houserivalries, for example, or allowing toler-ance of the other drow faiths). All drowwizards are considered potential haz-ards, and must undergo The Test todetermine their loyalty both to the nobil-ity and the Spider Queen.

The Test

The abduction of wizards at about thetime they reach 6th level, and conductinga test of their loyalties is a paramountduty of the priestesses of Lolth. (Loyalty,of course, varies from being to being, atthe will�some say whim�of the Queenof Spiders.)

Testing always involves a thoroughmagical mind-reaming, so that no decep-tion is possible. In rare cases, the individ-ual must be magically transported toAbyssal layers controlled by Lolth, for herpersonal attention. Some die during The

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Test, or must be destroyed, but it is theintent of Lolth not to waste the energies ofthe �unfaithful.�

Drow who fail the test are transformedby the will of Lolth into driders. InFaerun, the transformation involves amagical ceremony performed by a priest-ess and overseen by yochlol (see �Mon-sters� for description). The power for andcontrol of the transformation comes fromLolth herself, through the yochlol. Perma-nent alteration of a drow into a dridercannot be done independently by thedrow.

The Transformation

Driders are fully described in Volume 2 ofthe Monstrous Compendium, under �Elf,Drow.� Briefly, they are magically al-tered�in a process of incredible agony�into the form of a spider, retaining their

own bodies from the waist up.In their transformation, driders lose 8

points from their former charisma, to aminimum of 1, but gain a +2 strengthbonus (to a maximum of 18). Theirdexterity always becomes 18. Other abil-ity scores are unchanged.

Driders retain the memories, personal-ities, and abilities of their previous form.Needless to say, these abilities are formi-dable (60% being priests of levels 6-7, andthe rest being wizards of levels 6-8).Driders fight as 7th level monsters withwhatever weapons they can find (usuallyswords, axes, daggers, and bows).

They soon learn to bite down on theirinternal poison sacs, and spit theirvenom onto all the weapons they use(each application dries into a sticky cov-ering, and is effective for 3 strikes of theweapon). Drider venom forces a savingthrow vs. poison at -2; those who fail are

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paralyzed for 1-2 turns. It is normallydelivered by the drider�s 1d4-damagebite.

In their transformation driders becomeimmune to all poisons, but lose most oftheir magic resistance (down to 15%)from over 60%). Drow can use two weap-ons in battle (two strikes per round,normal hit probability), as long as oneweapon is the size of a long sword orsmaller.

There is a 50% chance that a drider willgain the ability to spin webs in itstransformation. These webs can be spun10 times per day. Each one covers a 10�- square area, and acts as a rope of entan-glement (detailed in the Dungeon Mas-ter�s Guide). Only the drider that createdsuch a web can use it; it is a danger to allother creatures.

Driders can wear armor for their upperbodies if they can find it, but the bulk oftheir bodies remains unprotected any-way. Driders with access to helms andshields may employ these when theyknow they must face flaming oil or othermissiles. When they close for battle, theyoften hurl protective gear at their oppo-nents, as missile attacks (typical damage1d4 + 1, ranges S1/M2/L3).

Drider Life

Embittered by their fate, driders aredriven out of drow communities, orpenned in sealed-off or guarded areas ofthe Underdark to fend for themselves(and slay intruders who might otherwisego on to penetrate the drow community).Many are driven by the desire to die,preferably in battle with drow. All aredriven by a spider-like thirst for blood;they must consume blood at least onceevery 4 days, or lose 1d6 hit points per

day. This loss is cumulative, continuinguntil a live creature�s blood is ingested.Hit points are restored at the rate of 1d6points per hit die or level of the meal.

This death wish, coupled with the rageand hopelessness most driders feel, re-sults in a near-berserker fury in com-bat(save versus fear at +4, and no moralecheck).

Driders are violent, aggressive, tirelesshunters, governed by shame, hatred, andfear, who delight in nothing more thanslaying drow. They rarely associate withdrow or other driders, though occasion-ally other outcasts or even drow commu-nities will come to some task-for-rewardagreement with a drider or two. Suchagreements usually seem to end with thedeath of the drider, due to treachery orthe impossibility of the task. A surprisingnumber of driders take precautions thatcarry one or more drow down to deathwith them in these instances.

Most driders hunt alone, or in thecompany of 2d6 huge spiders (10%chance). They are tireless stalkers, forhunting is all that is left to most, to givepurpose to their lives. Their blood-thirstand desire to do the maximum harm(especially to drow) leads most driders toarrange many traps, missile-caches(such as boulders that can be dislodgedfrom ledges), and ambush sites aroundtheir habitual lairs. These are to discour-age drow hunting bands (drow youthsoften try to prove themselves, or enjoy alittle sport, by drider-baiting or -behead-ing).

A lone drider can surprise opponentshalf the time (any roll of 1-5 on a d10), bymoving as silently as possible. Its hear-ing, smell, and sight are improved, and itcan flawlessly climb walls (although it istoo heavy to cling to ceilings).

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All elves take a dim view of driders. Fordrow, fear is paramount; in most elves ofsurface races, disgust predominates.Peaceful dealings with drow are thereforerare and precarious, at best.

Driders retain the power of speech, andall linguistic knowledge. They lose theability to communicate 60% of the drow�silent tongue� through their transforma-tion (although they still understand itperfectly). Driders who work with otherdriders often work out additional �code�signals, unknown to drow, for use whendealing with drow and other dangerousfoes.

Driders are sexless; Lolth wants their

existence to be a series of torments, not tocreate a race of enemies to the drow.

A wish or more powerful spell is theonly way to escape drider-form. Lessermagics can neither put a being intodrider form for more than 2d4 rounds(regardless of usual spell performance),or shift a drider into another form foreven an instant.

Certain driders roam many places andplanes (and even the deep reaches ofspace, aboard pirate ships), searching formagic powerful enough to overcomeLolth�s transformation. Having nothingto lose, they are truly dangerous foes.

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Few surface dwellers know the true na-ture of drow society. Legends speak ofhuge, nightmare-inducing undergroundcities, strong magic and an effete, proudculture far beyond those of surface elves.

Held as more reliable are the beliefsthat drow society is run by females, andthat drow have an affinity for spiders,living with and perhaps worshippingthem. Drow are generally thought to becruel, treacherous slavers. What then canbe learned beyond this, with the aid of adrow archmagistress and Elminster�sprying? Let�s find out, shall we?

Station and Rank

Drow society is strongly matriarchal,with females holding all positions ofpower and responsibility in government,the military, and in the home. Males areeffective fighters, and can become priestsand wizards of minor power. Outsidedrow communities, they are rarely en-countered without female commanders.

Male-commanded drow groups are gen-erally either streeakh, �suicide squads,�or are dobluth (outcasts) who have re-jected the traditional authority-structureof the drow.

Social station is the most importantthing in the world of the drow. Ascensionto greater power is the ultimate goal indrow society. Assassination is the pre-ferred tool in this job. It must be useddiscreetly in the city setting, for to openlymurder or wage war (on a rival House)brings down the merciless might of drowjustice (not because of the act itself,simply as punishment for the boorish actof fighting in public).

Outside the patrol-range of cities, how-ever, might is right, and Houses andmerchant clans often battle each other

openly in the wild Underdark.

Spiders and the Drow

Drow have a strong affinity for arachnids.Most of them worship the spider goddess,Lolth, whose priestesses dominate drowsociety�and whose ritual Test is forcedon many drow of 6th level or higher. TheTest, as mentioned earlier, is an exami-nation of loyalty and skills, and isthought to be infallible. Failure carries itsown horrible price.

Those who pass are rewarded withincreased status in their community,usually with immediate promotionwithin the priesthood. Others are sent ona quest set by the goddess. This usuallyinvolves a dangerous mission againstspecific targets in the surface world.

Even among drow who do not worshipLolth, an affinity for arachnids is strong.Spiders and similar creatures often dwellamong drow communities, and are prom-inent in drow sculpture, art, and fashion.Drow door-carvings and frames, for ex-ample, are apt to sport a motif of repeat-ing crawling spiders. Drow homes areoften decorated by translucent, drapedgrey hangings that emulate spiderwebs.

Even games of tag, especially the court-ing games of hide-and-seek played atfestival-times by young drow, are knownas �spider hunts,� and any battle orendeavor in which a drow dies fighting isknown as his �last bite.�

Social Organization

There are two major social groupingsamong the drow. These are the relativelyunimportant (according to priestesses ofLolth) merchant clans, and the staid,monolithic noble houses. In truth, both

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establishments are vital to the survival ofthe drow.

Merchant clans vary in organization.They are usually headed by an �innerring� or council of the most experiencedand/or wealthy merchant members, andhence are usually led by males (the �de-meaning� and dangerous occupation oftrading with outsiders is an almost exclu-sively male one).

The membership of the inner ring of agiven merchant clan consists primarily ofmale wizards who have either passed orevaded The Test. Removed as they arefrom drow society at large, the merchantclans have no compunction about dealingwith the surface world. In fact, a greatnumber of the �second ring�, or manag-ers, are non-drow of various races.

The lowest rank in the merchant clan,the �assets�, are nearly all non-drow.These are the laborers and soldiery of themerchant house. Together, the merchantclans form the trade links with the out-side world that enable the Noble Housesto survive.

Noble Houses are led by a matronmother, the senior female priestess. InLolth-worshipping drow communities,her rule is absolute, enforced by thepriestesses beneath her (usually herdaughters). All females of the mother�sblood, in order of their age, follow in rank,although they wield no authority untilthey are trained and of age (past puberty).

Below the daughters come the maleofficers of the House: the weapons master(leader of the fighters), (chief) Housewizard, and the patron (current consortof the matron mother). These ranks maybe combined, and even held by the tradi-tional next rank down in the hierarchy:the male heirs of the House.

Male heirs are also ranked by age:

elderboy, secondboy, thirdboy, and so on.They are not allowed to look at the faces ofother drow, or speak unless spoken to orbidden. This treatment teaches themtheir subordinate place in drow society.

Below them come the �war-leaders� ofthe House (veteran warriors, who leadHouse patrols, attack squads, andguards, under the command of the weap-ons master), and the House mages (underthe command of the House wizard).

Beneath these �blood� members andofficials of the House rank its commonwarriors, its craftspeople, its servants,and its slaves. All ranks are decreed, andcan be changed at the whim of, thematron mother. Her position changes atdeath�often at the hands of her eldestdaughter.

In a Lolth-worshipping drow commu-nity, it is a deadly thing to slay a matronmother who holds Lolth�s favor, so moth-ers may reign for hundreds and eventhousands of years, kept alive by themagic of Lolth and the diligent servicethey perform to get and keep it. Theassassination of a matron mother is oftena punishment for losing Lolth�s good will,and marks either a new direction for theHouse, or�if it is weak, and has strongrivals�the beginning of its extinction.

If one House of a city openly wars onanother, and fails to eradicate it entirelyin a single attack, the survivors of theruined House can call down the city�sjustice on the attacking House. When thisoccurs, all Houses combine forces to wipeout the offending House. Houses whosend assassins and saboteurs againsteach other for years will be forced into anopen battle by the city�s ruling council,with the same results as above. This typeof no-win scenario allows the internalstrife of drow to be strictly controlled, so

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that drow communities are not torn apartby continual, bloody warfare.

Most internal combat therefore takesthe form of eternal manoeuvering forsmall advantages. Underhanded in-trigue, poisoned knives in dark alleys,vicious trade rivalries, and dirty dealingsare all a part of normal drow life.

Dark Elven DealingsDrow trust no other creatures, includ-

ing (or especially) other drow. The rela-tions of such a paranoid race with othersis uneasy, to say the least.

Possible equals (the drow admit no raceas their superior) such as illithids andduergar are dealt with by a mixture ofarmed truces, hard bargaining, subtlethreats, magic, and mutual-gain pacts.Only exceptional drow individuals cometo trust another being fully (and live to tellthe tale!) in the cities of Lolth-worship-pers. Trusting drow are more commonamong the worshippers of Eilistraee, buteven theirs is hard to gain.

The drow are the most widespread andpowerful of the known Underdark cul-tures of Faerun. Strife among them-selves, and a lust for personal power andcommercial gain, always prevents drowfrom gathering in any concerted effortagainst foes. This is probably the onlything that keeps many kuo-toa, jerm-laine, and disir communities intact; thedrow could easily wipe out weaker neigh-bors if they took up arms in earnest.

Oddly enough, rule over all other sub-terranean races (even to the powerfulmind flayers and aboleth) is the ultimategoal of drow��the First Part of the Des-tiny of the People,� as priests of Lolth putit. The Second Part is the exterminationof all other elven races, including theseizing of their surface lands and hold-

ings. Lolth and her clergy do not, how-ever, advocate any sort of �holy war.�Lolth sees her People best served by thecompetitive striving of individuals, ca-bals and factions among drow society andher priesthood, and by the efforts ofindividual drow communities. In thisway, the race grows stronger withoutbreeding in decadence, weakness, andlaziness (unlike, say, the kuo-toa).

Drow even practice cannibalism whentheir numbers grow too great for a givenhold or community. Only the aged areused as food, as the survival of the youngis seen as the future of the People.Population pressures like this result be-cause sending out expeditions to foundnew holds is thought too likely to provokewar with powerful neighbors.

Plans to further drow rule and influ-ence are supported with the greatestenthusiasm by drow whose present socialposition is good, if they are not threat-ened by the plan. Drow of low class aremost likely to support plans that involveopen warfare, or strife among drow.

If drow are treacherous among them-selves, they are even more so in theirdealings with others. Drow will readily�negotiate� with other races over mattersof boundaries, trade, and peace. They willbreak any such agreements and treatiesthe moment that terms no longer seemadvantageous (bargains with �lesserraces� are not considered binding). Mostraces have learned to be cautious andalert when dealing with drow, and to haveseveral tricks up one�s sleeve to deal withthe treachery when�not if�it comes.

Above all others, deep gnomes hate thedrow. Conversely, in all the Underdark,there is no creature a dark elf enjoysslaying more than a svirfneblin. Othertraditional drow foes include dwarves,

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humans, and other elves of all sorts.Duergar, illithids, and lesser races of theUnderdark are traded with, but nevertrusted or befriended, except by the mostworldly and experienced drow mer-chants.

This is not to say that drow are anunruly, unpredictable mob of violentberserkers, engaged in a sort of endlesscivil war. (�Actually�, says Elminster, �amore apt description would be that theyare a decadent, status-obsessed nest ofvipers engaged in an endless controlledcivil war.�) They strive always for personalascendancy, yes, but their striving isgoverned by rules and by group-loyalties.

Even if freed from the authority of anestablished House, ruler, or realm, drowinstinctively band together in groups.Survival, to these warlike folk (so often atswords� points among themselves) isoften a matter of numbers, trusted battle-companions, and tactics.

Slaves

Certain surface-dwellers know the rumorsof drow slave-dealing to be true. Somehuman slavers (particularly in Calimshan,Thay, and in The Plain of Horses in theEastern Realms) and orc slavers (through-out the North) trade with the drow�andhave learned not to trust them. Drow placefar less value on a slave�s welfare than dosurface dwellers. To most surface slavers,a slave is a valuable trade-good, not to bedamaged more than is necessary, for fearof driving down its value. To most drow, aslave is but a pair of hands, without limitsthat need be thought of; if it is killed, thereare a million replacements to be had.

Slaves must give way to drow nobles,and are not allowed to look any drow in theeye. Slaves may only bear weapons when a

drow noble allows them (usually only ingladiatorial �entertainment� fights, or todefend a House under attack).

Slaves encountered in drow society areusually of the goblin races: goblins, orcs,hobgoblins, and the like. Kobolds andjermlaine are too small, agile, and inde-pendent to make good slaves (in the mindsof most drow), and such creatures as trollsand giants are too large and powerful.Drow only enslave other drow captured inbattle, particularly debtors and noble drowwhose families do not pay ransoms fortheir return. Some drow communitiesdon�t enslave drow at all, sacrificing ormerely killing captives and dangerouscriminals.

Humans are valued slaves, but are con-sidered dangerous unless they have nofighting or magical skill; human crafts-men are the most valued slaves, butseldom thrive for long in the dark, crueldrow settlements.

Drow Customs

Limited space prohibits any outline of thelong, twisted High History of the Drowhere, from the Dawning Days (that long-ago time before the Descent, when drowdwelt in The Lands of Terrible Light) totheir present widespread control of theUnderdark, great wealth, and mastery ofmagic.

Instead, a handful of customs useful toDMs in play are given here. For instance,a drow gesture of surrender is droppingto one knee, letting fall any weapons,before the being one submits to (usuallyperformed by male drow, to female drow).

Drow like to give and receive mas-sages�long, skilled massages involvingscented oils, hot water and steam. This isclose to ultimate luxury for them.

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Drow enjoy magic, and exult in wield-ing its unleashed power. They are fasci-nated by new spells and effects.

Drow love beauty�the beauty of sculp-ture and made items (especially weapons)and the beauty of the body. Drow of bothsexes are proud of displaying their phy-siques�and all children exhibiting anyphysical deficiency are slain.

Dark elven communities celebrate sev-eral annual festivals. There is always awild feast when wizards, fighters andpriestesses graduate from their decade-long training (during which they taste allthree branches of drow expertise: wiz-ardry, clerical teachings, and weaponstraining), involving the worship of Lolthand the summoning of denizens whoserve her.

Many drow communities also observe�The Blooding,� a rite of passage intoadulthood for both sexes, during whichthe young participants must kill an intel-ligent or dangerous surface creature ofsome sort (e.g. a human warrior orwizard). If the community is not near thesurface, merchant clans provide captives(for high fees) who are let loose withweapons for the young drow to hunt.

Drow communities near links to thesurface world usually hold �The Running�instead: a hunt and revel on the surfacein which all who can walk participate,once a year. (Understand that what thedrow call a �hunt and revel�, the surfacedwellers refer to as �looting and killing�.)The blades of many drow rivals seem toaccidentally find each other during theraids on surface communities. Youngdrow participating in their first Runningare expected to carry out The Blooding (asdescribed above). Drow communitiestend to vary the timing of this annualevent slightly, to prevent surface commu-

nities from hiring and readying strongguard contingents to await them.

It should be noted that drow can,through training, experience, and re-peated exposure, become accustomed tolight, and use both normal and infrav-ision. This process takes about ten years.The only encountered drow likely to beimmune to the detrimental effects of light(given in the Monstrous Compendiumdrow entry) are veteran surface-raidersand wizards (who traditionally study bycandlelight).

Marriage and Family Life

Among Lolth-worshipping drow nobles,females can choose and discard matesfreely (sometimes merely leaving them,but usually by slaying them). Amongdrow commoners and drow of otherfaiths, marriage is still a transient thing.Marriages usually last from summer tosummer, or for a decade, always with thepossibility of renewal.

In drow merchant clans, security de-mands that mates be of the same clan, orthat an outsider be taken into the clan, ifa relationship develops. This clan induc-tion is forever; death usually comes if theoutsider decides to leave. In noble fami-lies, the honor of the house demands thefamily name be given (if only temporarily)to mates of other families, or of commonblood.

Child-rearing is the responsibility ofthe whole family (House, or clan), notmerely of the direct parents. A long-livedfemale drow, choosing to have childrenonly after an active career, normally givesbirth to ten children before her fertilitywanes.

Drow rarely live past their seventhcentury, and 94% of them die of natural

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causes before age 800. Rare individuals(usually those who are subjected to theleast hardship, such as the matron moth-ers of powerful Houses) may live morethan a thousand years, becoming with-ered and worn. Drow do not show theirage until after their six hundredth year.

Clothing and House Insignia

Most drow wear a magical, shieldingcloak, called a �piwafwi.� Under its collar,most drow wear a neck-purse. In it, nobledrow carry their house insignia. Com-moners will carry a black metal medalliondenoting the house they serve, or themerchant clan they belong to.

In the streets of a drow city, houseinsignia are usually displayed openly (ascloak pins or sewn-on cloak or tunicadornments) only by the members andservants of the �First House� (most domi-nant family) of the city. Insignia of lesserhouses can be seen on the walls or gatesof their strongholds, and are often wornopenly inside such strongholds.

The house insignia of nobles take theform of distinctive sculpted images, oftenequipped for use as brooches. All carryseveral magical powers�minor abilitiesknown in detail only to members of theHouse.

The insignia of House Do�Urden (thefamily whence came the hero Drizzt), forexample, has the shape of a spider wield-ing various weapons in each of its eightlegs, its abdomen emblazoned with theletters �DN,� for �Daermon N�a�shezbaer-non,� the ancient and formal name ofHouse Do�Urden.

Drow Structures and Settlements

Drow often emulate spiderwebs in the

layout of buildings and passages. Trapsand falling walls force intruders towardthe radial center of the �web,� where thedrow of most power will be found.

Even a simple villa usually sports trapsto discouraging intruders, such as�spring-guns� (crossbows fired by some-one tripping fine, dark trigger-lines ofspider-silk or waxed cord).

Common drow live in small caves, or incircular, walled houses, with dug-outcellars and adobe-like construction.These are always as beautiful as possible,and increase in size and grandeur withthe wealth of the owner, until they be-come the grand villas of wealthy mer-chants, merchant clans, and nobleHouses.

To get an idea of larger drow cities,consider a typical one: Menzoberranzan,the birthplace of Drizzt Do� Urden (one ofthe few drow known in the surface world).It fills a cavern two miles wide and athousand feet high, and is home to20,006 drow. It is not a big city by drowstandards, but typifies the well-armed,organized cruelty of drow culture. Men-zoberranzan was founded over 5,000years ago. Its �First House,� HouseBaenre, has existed since then. Its com-pound is the grandest of the noble pal-aces, and dominates the raised, mush-room-cloaked southern plateau where thenobles live. House Baenre encompasses20 stalagmite pillars and 10 giganticstalactites, ornately carved. Almost everyinch of its surfaces glows with faerie fire,blue at the outlying towers and brilliantpurple at the huge central dome.

The rest of the city�s structures are lessgrand than this, but not a stone in thecity has been left in its natural shape;successive generations of drow craftsmen(and slaves under their command) have

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striven for perfection of form, producingrow upon row of carved castles linedwith the quiet glow of magic.

The city is home to drow soldiers andother commoners, under the harsh ruleof sixty-seven recognized drow families(the noble Houses), who number approxi-mately 1,000, and strive ever amongthemselves for more power and influence.Each House is ruled by a matron mother,a high priestess of Lolth. The honoraryRuling Council of the city consists of thematron mothers of the eight foremostHouses. Through their decrees, in-trigues, and rivalries, Lolth�s twisted ruleholds sway over the city.

The east end of Menzoberranzan�s cav-em is the city�s produce section, where nodrow live. A hundred orc and goblinslaves herd rothe there, to feed the city(variety is brought to the city�s tables bydeep-passage hunting, and by trade,principally with duergar). The rothe arekept on a moss-covered isle in the smallpond of Donigarten.

The entrance to Menzoberranzan (intoTier Breche, its northernmost side-cav-em) is a sculpted archway, lit by a softblue magical glow. Inside the arch waittwo gigantic, 15�-high spider statues.They animate if an intruder passes, andthe magic that enables them to move islinked to lesser spells that sound alarmsall over the city. (For more details of thesedefenders, refer to the �Drow MagicalItems� chapter).

Tier Breche is the highest part ofMenzoberranzan, affording a splendidview over the rest of the city. Reached bya broad stair, it is reserved for the staffand students of the Drow School.

The school consists of three branches,each with its own large structure. Firstand greatest is Arach-Tinilith, the spider-

shaped school of Lolth. Second in impor-tance and impressiveness is the grace-fully-curving, many-spired Academy ofWizardry, Sorcere. Last and plainest ofthe structures is pyramidal Melee-Magth-ere, where male fighters are taught.

The entrance to Sorcere is guarded bywizards (normally senior student mages),who challenge intruders. The customaryposture of a master of the Academy isstanding with arms out before him andbent at the elbows, his hands tighttogether, one on top of another in front ofhis chest. (�This posture promotes unduearm and back strain,� says Elminster,�and is a prime reason for the drowdisposition.�)

The city�s sole time clock is the huge,central natural stone pillar called Narbon-del. At the end of each day, the city�sappointed Archmage casts magical fireinto the base of the pillar.

The spell�s cycle equals a full day on thesurface world. The fire rises up the pillaras time passes (glowing bright red toinfared eyes), peaks, and then dies downagain. The pillar cools to darkness (�theblack death of Narbondel�) at midnight,when the Archmage casts another fire-spell.

Some drow cities have ways of tellingtime not related to surface time-counts.These may involve lighting ritual day-candles, or daily killings of slaves andbattle-captives, collecting the heads in anever-growing array to count the days.

Many details of drow life and daily strifein Menzoberranzan can be found in thenovel Homeland, by Bob Salvatore.Drizzt�s musings on drow thought andnature are of special interest to roleplay-ers seeking to truly bring drow charactersto life.

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The religious practices of drow remain asource of much mystery, legend, andmisinformation on several worlds. Onlydrow faiths of the Underdark beneath theRealms are detailed here. The secrecy,long history, and continual change ofdrow religion make this overview neces-sarily incomplete.

The majority of drow worship Lolth, thecruel, capricious Spider Queen. She iscalled �Lloth� by some drow, includingthose who dwell in the cities of Menzober-ranzan and Uluitur. In ancient times,Lolth was known as Araushnee, to drowwho inhabited the vanished cities ofClorlyth�na�tsheen and Obbolor (�Spider-home�).

Drow who worship Lolth do not gener-ally speak of or recognize drow who don�t.The other faiths held by drow includeworshippers of Eilistraee, the goddess ofsong; Ghaunadaur, the �Elder ElementalGod;� and Vhaeraun, the god of thieveryand the furthering of drow power in thesurface world, mostly worshipped bymales. Exceptional drow, particularly ad-venturer-hero NPCs, may be of any faithand alignment; several who dwell inWaterdeep are known to worship (sur-face) elven and even human deities.

This chapter uses the format used inthe Legends & Lore sourcebook, withadditional lore on everyday doings anddetails of the clergy. �AL� means align-ment; �WAL� is worshippers� alignment;�AoC� is Area of Control (the portfolio ofthe deity); and �SY� is the symbol(s)commonly used by the deity, or moreoften, by the deity�s clergy.

Under the Clergy Requirements head-ing, �AB� denotes attribute scores re-quired to become a priest (�standard�means those given in the Player�s Hand-book); �AL� is allowable alignment(s);

�WP� means weapons allowed to clergy.�AR� denotes armor restrictions for

priests of the faith. Under �AR,� the codesused are:

a (any armor allowed)b (May only wear non-metal armor)c (May only wear metal armor)d (May not wear any magical armor)e (May only wear magical armor)f (May wear only armor made by priests

of the same faith)g (May not wear any armor).

�SP� denotes spheres of clerical spellsthat a deity grants worshipping clergyaccess to. An asterisk denotes minoraccess only is allowed. �PW� means spe-cial powers granted to priests by thedeity, usable once per day unless other-wise noted�if accompanied by a numberin parentheses, usable upon reaching thelevel denoted by the number. �TU� notesthe ability to turn or command undead.

Some drow have searched for otherdeities to guide and lead them (usuallyamong the denizens of the Outer Planes).Elminster�s library contains mentions ofdrow �dark cults� fighting against wor-shippers of Lolth, some sixteen thousandwinters ago�and several times since.Some drow who dwell in (or at least raid)surface lands in the South are known toworship the �human� deity Shar. Herefollow descriptions of the four majordrow deities, accompanied by informa-tion that Elminster and Lady Susprinacould confirm.

EILISTRAEE (lesser goddess)

Eilistraee, the �Dark Maiden,� is thegoddess of the good drow�those raredark elves who yearn for a return to life inthe surface Realms, an existence akin to

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that enjoyed by elves of the woodlands,left behind by the drow long ago.

Eilistraee (pronounced �eel-ISS-tray-ee�) is a goddess of song and beauty,worshipped through song and dance�preferably in the surface world, under thestars of a moonlit night.

Eilistraee aids her faithful in huntingand swordcraft, and worship of her isusually accompanied by feasting. Eilis-traee has worshippers of human, elven,and in particular half-elven stock (partic-ularly around Silverymoon), and lookskindly upon the Harpers. She is usuallyseen only from afar, but her song (ofunearthly beauty, driving many to tears)is heard whenever she appears.

Roleplaying Notes: Eilistraee is a melan-choly, moody drow female, a lover ofbeauty and peace. The evil of most drow

banks a burning anger within her, andwhen her faithful are harmed, that angeris apt to spill out into wild action. It is nother way to act openly, but she often aidscreatures she favors (whether they wor-ship her or not) in small, immediatelypractical ways.

Eilistraee is happiest when she lookson bards singing or composing, crafts-men at work, lovers, or acts of kindness.

Statistics: AL cg; WAL any good; AoCsong, dance, swordwork, hunting; SY asilver long sword outlined against a silvermoon, with silvery filaments (Eilistraee�shair) around all, in a nimbus.

Eilistraee�s Avatar (fighter 9, priest 11,bard 16)

Eilistraee�s avatar takes the form of aglossy-skinned female drow, nine feet in

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height and with ankle-length, sweepinghair of glowing silver. Her hair andwandering silvery radiances cloak herbody in a smooth, continuously-movingarray of beauty. She can call on allspheres of magic.

Str 17Int 19MV 19 fAC -2#AT 1

Dex 18 Con 14Wis 20 Cha 20SZ 9� MR 20%HD 12 HP 96THAC0 9 Dmg by

weapon orspell

Special Att/Def: The avatar of Eilistraeehas true seeing (continuous, otherwiseas the priest spell), and can unleash ninesilvery magic missiles per round. Theseunerringly do 2d4 damage each to allcreatures except evil beings and undead,who suffer 4d4 damage per missile.

Once per turn, Eilistraee�s avatar canemploy spell turning as the ring, buteffective against all magic directedagainst her in that round. This replacesher magic missile attack for the round.Once per turn, the avatar can also regen-erate damage to herself, restoring evenlost limbs without a system shock roll,and regaining 1d4+1 lost hit points perround. (This process can continue forfour continuous rounds, and precludesspellcasting, but not other activities orcombat.)

At will, the Dark Maiden�s avatar cancreate a silvery light or dancing lights;cause music to sound�a harp, horn (afar-off horn is her �sign�), or a flute; andsing. At will, her song can affect undeadand evil creatures of 3 hit dice or less as arepulsion spell; can stun any one being(saving throw vs. spell at -2 to avoid) forone round; or can act as a knock spell (as

if cast by an 11th level wizard). She canuse any of these powers in addition to herattacks, sight, and levitation (self only,horizontal move of up to 160�/round).

Eilistraee�s Manifestations

The Dark Maiden seldom takes a directhand in the affairs of mortals, but willsometimes appear in the midst of a dancein her honor, leaping amid the flames ofthe feast unharmed. She also appears,radiance dimmed and clad in a plain,cowled cloak, at the campfires of wayfar-ers in the woodlands by night, to testtheir kindness.

Most worshippers see Eilistraee onlyfrom afar, perched on a hillock or battle-ment, silver hair streaming out behindher. She appears to show her favor orblessing, and will often rally or heartencreatures by causing a high, far-off hunt-ing horn-call to be heard. (On severaloccasions, this has frightened off brig-ands or orc raiders, who thought aid fortheir quarry was on the way.)

Eilistraee�s most used manifestationsare a silvery radiance, sometimes accom-panied by wordless song, or a few echoingharp notes. If the radiance surrounds anitem (almost always a sword or otherbladed weapon), that item typically gainsthe following powers, for 6 rounds:l full possible damage (maximum roll,

plus all bonuses)l immunity to breakage or other dam-

age (automatic success of all itemsaving throws)

Eilistraee�s favor typically gives any orall of the following aids to affected beings,for 4 rounds:l the ability to strike first in any roundl an increase in Armor Class of 2

points

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l a bonus of +4 to all attack rolls,including the ability to strike crea-tures normally affected only by magi-cal weapons of a +2 or greater bonus

Eiltstraee has also been known to aidher worshippers by providing a faintsilvery radiance when they need to findsomething dropped or in darkness, orfollow an unknown trail by night throughdark woods, or when childbirth occurs indarkness.

Duties of the Priesthood

All clergy of Eilistraee are females of anyintelligent race. They must nurturebeauty, music, the craft of making musi-cal instruments, and song wherever theyfind it, assist hunters and hunting, andhelp others in acts of kindness wheneverthey see ways to do so.

Priestesses must be skilled in the play-ing of at least one of the Dark Maiden�sfavored instruments�horn, flute, orharp. They must be adequate singers andfit, graceful dancers. They must gathersongs and musical knowledge constantly,and acquire training in the use of thesword when they can.

Whenever and wherever possible, thefaithful of Eilistraee must encouragedrow to return to the surface world, andwork to promote harmony between drowand surface-dwelling races, to establishdrow as rightful, non-evil inhabitants ofFaerun.

Requirements: AB Dex 16 +, otherwisestandard; AL, any good; WP any (swordspreferred); AR e; SP all, animal*, charm*,combat, creation, divination*, elemental,guardian, healing, necromantic, plant*,protection, summoning*, sun, weather;PW 4) magic missile twice per day (four

missiles per spell), 6) enchanted weaponthrice per day, by touch, on bladedweapons only, which glow with a silveryradiance and a +2 bonus for 7 rounds,regardless of how many attacks they landor how many dispel magics are launchedagainst them, 9) spell turning; TU turn.

Aims, Credo, and Ethos: Aid the weak,strong, grateful, and churlish alike; bealways kind, save in battle with evil.

Encourage happiness everywhere; lifthearts with kind words, jests, songs, andmerriment. Learn how to cook game, andhow best to hunt it. Learn new songs;dances, ways with weapons, spices, andrecipes, and pass this learning on when-ever possible. Learn to play, make, andrepair musical instruments. Practicemusic and swordwork. Defend and aid allfolk, promoting harmony between races.

Strangers are your friends. The home-less must be given shelter from storms,under your own roof if need be. Repayrudeness with kindness. Repay violencewith swift violence, that the fewest maybe hurt, and danger fast removed fromthe land. This is the credo of the DarkMaiden.

Rituals: The customary worship of theDark Maiden is a hunt, followed by a feastand dancing, and a �Circle of Song,� inwhich the worshippers sit and dance byturns in a circle, each one in successionleading a song. If possible, this is doneout of doors, in a wooded area, on amoonlit night.

Daily prayers are sung whenever possi-ble, and priestesses try to lead others in asong or two every evening, even if noformal ritual is held.

�The High Hunt� is celebrated once ineach of the four seasons. This involves a

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night-time hunt of a dangerous beast ormonster, led by priestesses of Eilistraee.By tradition, the hunters may use anybladed weapons, and wear anything�except the priestesses, who go withoutarmor, carrying only a single sword. If thequarry is slain, a chanted prayer andcircle-dance to the goddess is held.

Whenever a sword is finished or firsttaken into use by a worshipper of theDark Maiden, a priestess will try to calldown the blessing of the goddess upon it.This is done by planting the blade point-down in the ground, out of doors and bynight, and dancing. If successful (45%chance, per night attempted), the bladeglows with a silvery radiance. For threemonths, the sword will be immune tobreakage or rust, and though lacking abonus or dweomer, can strike creaturesnormally hit only by magical weapons. Ifthe sword is a drow weapon, it is alsomade immune to sun and removal-from-radiation damage for the same period.

At least once a year, priestesses ofEilistraee undertake a �Run.� Those whoare not drow blacken their bodies withnatural dyes and oils. All priestesses,drow or not, boil certain leaves andberries to make their hair silvery, and gowandering (on the surface world). (Hos-tile drow say their silver hair indicatesthat the brains within the head areaddled, though many drow who don�tworship Eilistraee have silver hair.)

Trusting to their music, kind ways,and sword-skills to keep them from beingslain as drow, priestesses of the DarkMaiden go where they are strangers,making an effort to seek out elven com-munities, and bring them game, kind-ness, and helping hands. They try tolearn new songs, music, and sword-ways,and do not come to preach their faith or

make a mark for themselves.In the end, all priestesses who do not

die in battle hold their greatest ritual: the�Last Dance.� In old age, Eilistraee�spriestesses will hear the goddess singingto them, by night, calling them to her.When the song feels right, they will go outunder the moonlit sky and dance�neverto be seen again.

Those who have observed such dancessay that the goddess comes and singsoverhead, and the aged priestess beginsto dance more effortlessly, lookingyounger and younger. Her hair begins toglow with the same radiance as the DarkMaiden�s, and then she becomes slowlytranslucent, fading away as the dancegoes on. In the end, only a silvery radi-ance remains, with two voices raisedtogether in melancholy, tender song.

Customs, Rules, & Taboos: Worshippersof Eilistraee try to let out all of thegathered emotions of the day with an�evensong,� which is a personal thing,often wordless and done in private.Priestesses of the Dark Maiden who havethe coins to do so are required to hire anystrange minstrel or bard they meet for asong or two; lay worshippers are encour-aged to do so.

Faithful must aid drow who are indistress. If the distressed are fightingwith other drow, the combat is to bestopped with as little bloodshed as possi-ble. So long as drow met with are notworking evil on others, they are to beaided, and given the message of Eilis-traee: �A rightful place awaits you in TheRealms Above, in The Land of the GreatLight. Come in peace, and live beneaththe sun again, where trees and flowersgrow.�

Whenever possible, priestesses of the

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Dark Maiden must use swords in battle. Ifno swords are to hand but other bladedweapons are available, they must be usedin preference to other weapons.

When faithful and allies of a priestessfall in battle, any priestess present must,if possible, provide burial, a funeral song,and comfort to the bereaved.

Any hungry travelers met with, whooffer no threats, are to be fed by thefaithful of Eilistraee. Priestesses are tocarry food with them for this purpose atall times, while traveling. Where foodcannot be purchased or received, it mustbe gathered or hunted for.

Faithful of Eilistraee are to set asidefood, and give it as often as possible tostrangers in need, particularly outcastsand those of other races. If food yetremains, it is to be given to the priest-esses of Eilistraee, that they may do thesame, for none shall go hungry. In timesof plenty, food is stored for lean timesahead. In harsh winters, the lands aboutthe priestesses� strongholds are patrolledto find and take in the lost, the hurt, andthose caught in the teeth of the cold.

Whenever possible, food is eaten withthe accompaniment of song. Except forproperly sad occasions, feasts are accom-panied by merriment; the faithful of theDark Maiden are commanded to promotehappiness and gaiety whenever possible.

Equipment, Garb, & Offerings: Priest-esses of Eilistraee wear their hair long,and dress practically for whatever they�recurrently doing. For rituals, they wear aslittle as possible. Otherwise, they tend towear soft leathers for hunting, apronswhile cooking, and�when battle is ex-pected � armor. If armor not of drowmake is worn, it must be magical.

Priestesses of the goddess are allowedto keep and accumulate monies giventhem as offerings�with the understand-ing this wealth will be used to buy food,musical instruments, and other tools(such as good swords) to serve the will ofthe goddess. Priestesses of Eilistraee areallowed to go adventuring, so long as theyfeed, aid, and defend the needy along theway. They are encouraged to aid adven-turing parties, with the price of their aidto be provision of some sort of beneficialmagical armor they can use (or failingthat, an enchanted sword of some sort).

Faithful of Eilistraee are encouraged togive food to others in need, with a prayerto the goddess, to act with kindness, andto give food and money they can spare tothe priestesses.

Priestesses are to feed themselves asmuch as possible by their own gardeningand hunting skills, and to try to convertat least one stranger per moon to theworship of Eilistraee. Leading a convertin a prayer to the Dark Maiden is itself anoffering to the goddess, who often (68%)manifests as a sign to the convert. Whenpriestesses of the goddess must fight evil,they are to burn the bodies of the evilcreatures they slay as an offering to thegoddess �unless such creatures are edi-ble, and there are hungry folk near.

Specialty Magic: Clergy of Eilistraeewidely employ at least two spells uniqueto the faith. The use of these magics hasgiven them the name �spellsingers� in theNorth (there are also, Elminster warns,spellsinger wizards, who cast spells in thesame way, but who worship Mystra andother gods, with other aims).

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Fourth-Level Spell

Lesser Spellsong (Evocation, Alteration)

Sphere: CreationRange: VariableComponents: V,SDuration: VariableCasting Time: 1 roundArea of Effect: VariableSaving Throw: None

This spell enables the caster, by songand supplication, to cause an effectequivalent to any desired clerical spell of3rd level or less to occur (in effect, castingthe spell with normal effects, range;duration, saving throws, and so on, butwithout the usual gestures or materialcomponents).

The caster must be able to move (handsand shoulders at least) and sing, free ofmagical silencing. If any such silencingoccurs before spellcasting ends, the DMmay allow partial spell effects to occur, orthe spell may be wasted. Priestesses ofEilistraee are trained to sing when inpain, and may sing while dodging aboutin combat (but not launching physicalattacks of their own).

Sixth-Level Spell

Spellsong (Evocation, Alteration)

Sphere:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:

CreationVariableV,SVariable1 roundVariableNone

This spell enables the caster, by songand supplication to the goddess, to causean effect equivalent to that of any desiredclerical spell of 5th level or less to occur(in effect, casting the spell with normaleffects, range, duration, saving throws,and so on, but without the usual gesturesor material components).

Alternatively, a spellsong may be usedto recall to memory (and the immediateability to cast) any one spell cast by thespellsong - caster earlier in the last 48hours. It can also, with different wording,restore a level lost in the last 24 hours toany creature embraced during the song(the caster can work this upon herself). Adifferently-worded spellsong can heal1d4 + 1 lost hp to the caster or to anycreature touched.

If a spellsong is cast when more thanone priestess of Eilistraee is present, theother priestess(es) can join in the songwithout using a spell themselves. Eachadditional singing priestess who touchesthe injured creature while the song con-tinues heals 1d4 more hp. This choraladdition can be used only for hit-pointhealing, not in other uses of the spell.

If seven or more priestesses of Eilis-traee are present, they can work a cureblindness, slow poison or cure diseaseinstead of hit-point healing, if they will itso, and sing together. If nine or morepriestesses are present, a dispel magic,remove curse, or neutralize poison canbe worked. If twelve or more priestessesare present, a regeneration or spell im-munity (only for spells known to at leastone of the singers, by casting or by theexperience of having it cast on or againstthem) can be worked instead.

Choral work involves a circular dance,around the person to be aided, a fire, orother focal point (failing anything else, a

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longsword driven point-down into theground, or a tripod of sticks surmountedby the holy symbol of the caster).

The caster (and additional choral par-ticipants, as noted above) must be able tomove about freely (to dance) and sing,without magical silencing of any sort. Ifsilencing occurs before the end of spell-casting, the DM may allow partial spelleffects to occur, or the spell may bewasted..

GHAUNADAUR (lesser god)

Legend whispers that the largest slimes,jellies, oozes, slugs, and other crawlingthings are intelligent, and worship theirown gods. These tales go further: once, allsuch beings worshipped one god, whostruck most of them mad in a fit of fury atsome transgression. The deity�s revengestole their intellect. Consequently, manyof its worshippers, and most of its power,ceased to exist.

A few of the intelligent dwellers belowremain�enough to continue and spreadworship of this fell deity. It still lurkssomewhere in the Elemental Planes (per-haps on the planes of Earth, Ooze, orSmoke).

This amorphous, dark purple blob withmany tentacles is called Ghaunadaur(pronounced �GONE-ah-door�), ThatWhich Lurks. Ghaunadaur and its giantroper servants have been worshipped foreons by various creatures of the Un-derdark, particularly lone or sub-intelli-gent �monsters� (whom it occasionallyaids, in return for adulation). Evil beingsseeking an alternative to established dei-ties� including drow dissatisfied withthe rule of Lolth�have also begun toworship That Which Lurks. Most hu-mans find the worship of Ghaunadaur

(also known as �The Elder ElementalGod,� �The Elder Eye,� or �GormauthSouldrinker�) disgusting, but there aresecret, subterranean altars and cults tothe Eye all over Toril, particularly in theolder and more degenerate lands of theSword Coast South, Thay, and Kara-Tur.

Roleplaying Notes: Ghaunadaur is un-predictable by human standards. It mayaid worshippers who merely pay �lipservice� to its rituals, even expendinggreat power to grant permanent magicalboons�but may also devour or maimthem, without warning. Ghaunadaur en-joys watching the hunting and devouringactivities of large, horrible monsters, andthe suffering they cause.

Ghaunadaur is silent and terrible whenoutside the Inner Planes, but old recordstell of jibbering, bestial �language� spo-ken in the deity�s great �court� of mingledmud and gelatin pools.

Ghaunadaur can communicate tele-pathically with all beings within 90� of hisavatar, when present in Faerun. He canunderstand and contemplate complexemotions, schemes, and reasoning, butkeeps his end of such communicationsblunt and simple (e.g. �Approve;� �No,Not;� �Slay;� �Come To Me;� �Go To (men-tal picture of desired place),� and so on).

Statistics: AL ce; WAL any neutral or evil(especially �monsters,� outcasts); AoCoozes, slimes, jellies, outcasts, rebels, allthings subterranean; SY purple circle,outlined with an inner ring of violet, andan outer ring of black with a single black-rimmed, violet-on-mauve eye in the cen-ter of the circle; or (older symbol) aninverted triangle of amber on a purplebackground, with amber lines inside itforming an upside-down �Y� shape whose

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arms end by bisecting the sides of thetriangle.

Ghaunadaur�s Avatar(priest 18, wizard 16)

The avatar of the Elder Elemental Godappears as a reddish-purple giant slug,but at will it can alter its form into anamorphous, free-flowing shape like ajelly, or rear up into a giant roper with upto ten long, purple tentacles. It creepsalong silently, and can cloak itself at willin mauve or violet mists which eddy andflow, foiling vision-related attacks, in-cluding spells such as magic missile, andincrease the avatar�s armor class to thevalue given in parentheses below. Themists foil heat-related detections of allsorts, but can be pierced by true seeingmagic.

Ghaunadaur�s avatar can use spells ofall spheres and schools. Elemental magicwielded by it always has the maximumpossible effect.

Str 24 Dex 19 Con 22Int 18 Wis 18 Cha 7MV 9 SZ 26� MR 40%AC 6 (4) HD 20 HP 160#AT 10 THAC0 1 Dmg 2-12x 10 or by spell

Special Att/Def: Any being within theGhaunadaur�s mists must save vs. breathweapon every round, or be slowed on theround that follows. The Elder Eye canemit its violet and mauve mists onceevery third round, to maintain a cloudsurrounding it in a 5� radius. Once perturn, it can jet thick purple mist, with thesame effects, that will extend the cloudoutward to 20� radius, for 2 rounds(thereafter it dissipates entirely, and can-

not be renewed until another round haspassed). Ghaunadaur has true seeing,even through its own mists.

Once per day, Ghaunadaur can causeblindness in creatures that it desires toaffect, within a 20� radius. Targets mustsave vs. spell at -3 or be affected, theircondition lasting until a dispel magic orremove curse is applied (rest and curespells will not suffice). Blinded creaturesattack at -4, and their opponents strikeat them at +4.

Ghaunadaur�s normal attack is to lashout with four to six tentacles. Eachtentacle can extend 30�, and is studdedwith barbed hollow teeth. When a tentaclehits a target, it grips with Ghaunadaur�sfull strength. The target suffers 2d6damage as corrosive fluids well out fromthe teeth, and its movement is halted.Victims are dragged 6� closer to the avatareach round, but take no further damageuntil they reach the avatar�s mouth.Ghaunadaur�s saw-toothed maw does3d4 damage to creatures dragged to it.Ghaunadaur never employs two tentaclesagainst the same creature; they will beheld in reserve for other foes. The tenta-cles are AC6, and have 14 hp each.

Victims (and those who aid them) mustmake a successful Strength check toavoid being dragged toward the avatar.On any round in which the targetStrength total equals or exceeds theavatar�s, the target can try to tear freefrom the tentacle by making a successfulDexterity Check. Tearing free does thetarget 1d4 + 1 hp of further damage. Losttentacles are reabsorbed by the avatar.

Ghaunadaur�s avatar is immune to allacids, drugs, and poisons. It can employone spell each round while attacking withits tentacles.

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Ghaunadaur�s Manifestations

Ghaunadaur usually manifests to aidpriests or worshippers who call on it (10%chance), always in the same way. One tothree rounds after a supplication (1-2 ifthe worshipper has just drawn bloodfrom another creature), a roiling purplemist appears, which grows in size to acloud 4� to 6� across. From the center ofthis cloud comes a 12-inch diametergolden eye, which opens its lids to bathethe favored creature in a fiery orangelight. It gradually fades to a deep red, thena dark purple. The entire cloud darkensto black, and shrinks away to nothing-ness. This typically takes 8 rounds.

Ghaunadaur�s manifestation grantsthe following aids to favored beings:�an increase in Strength (with attackand damage bonuses) of 6 points for 1-10rounds�the ability to deal double damage withevery strike for 1-8 rounds�a one-time healing (which occurs inthe first round of its gaze), restoring 3d4lost hit points. It also regenerates severedlimbs, lost faculties, and permanentlynegates any diseases and poison presentin the creature.

When altars dedicated to its worshipare present, Ghaunadaur can manifestits eye within them, and create up tothree tentacles from each altar. They haveall the powers of Ghaunadaur�s avatar-tentacles, and the eye has all manifesta-tion abilities, plus some additional pow-ers detailed under �Equipment, Garb, &Offerings,� on page 31.

Duties of the Priesthood

Priests of Ghaunadaur have simple du-ties: they are to ensure, by force or threat,

that a ready supply of sacrifices reachesGhaunadaur�s altars. The god suppliesthem with spells and tentacle rods (de-tailed in the Drow Magical Items chapter)to ensure success in this.

Most of all, Ghaunadaur delights increatures that offer themselves to himwithout resistance (regardless of whetherthese sacrifices have been charmed orotherwise coerced by its clergy). Priestswho can bring such offerings to the Eye�saltars often are highly valued and favoredby the god.

Requirements: AB any (devotion is val-ued over ability, even oozes and jellies areaccepted); AL any evil; WP any; AR a; SPall, animal, charm*, combat, creation*,divination*, elemental, guardian, heal-ing, necromantic, protection*, summon-ing*; PW 3) immunity to all poisons, 5)immunity to all acids, corrosive fluidsand substances, 9) immunity to allbreath weapons, 13) immunity to allelemental-sphere spells and related mag-ics; TU command.

Aims, Credo, and Ethos: All creatureshave their place, and all are fit to wieldpower. Those who hunt weed out theweak and strengthen the stock of all.Those who rebel or who walk apart findnew ways and try new things, and domost to advance their races.

Creatures of power best house theenergy of life, which Ghaunadaur reveresand represents.

Faithful of Ghaunadaur are to makesacrifices to the Eye, persuade others tosacrifice themselves to Ghaunadaur or inservice of the Eye, further knowledge andfear of Ghaunadaur, and in the end givethemselves to Ghaunadaur in unresist-ing self-sacrifice.

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Priests of Ghaunadaur are to convert allbeings they can to the worship ofGhaunadaur. They must slay all clergy ofother faiths, plundering their templesand holdings for wealth to better theirown lot and to further the worship ofGhaunadaur.

Rituals: Ghaunadaur expects a prayer ofadulation and praise, accompanied by asacrifice, at least once a day. If livesacrifices cannot be procured that often,the Elder Eye will accept offerings ofbones and food, burned in oil, as braziersof perfumed incense are also burned.

If a priest is unable to procure suchofferings, the priest must pray whileholding one hand in an open flame. Thepriest�s hand must be covered with anymagical oil or potion. (Oils or potions offire resistance are instantly converted tolamp oil, with the appropriate results.) Ifthe prayer is good (55% chance), thehand is restored. If not. . .

Priests of Ghaunadaur are to do what-ever pleases Ghaunadaur best, and servethe Eye absolutely.

Customs, Rules, & Taboos: No thief, orpriest of another faith, is to enter atemple of Ghaunadaur, leave again, andlive for more than eight days thereafter(unless conversion to the worship ofGhaunadaur occurs). All such blasphem-ers must be destroyed, preferably assacrifices on the altar.

must either perform at least one task forGhaunadaur (and preferably to enter theservice of the Eye), or sacrifice toGhaunadaur. Failing that, the offendingpriest of the Eye must sacrifice himself inthe unbeliever�s stead.

Equipment, Garb, & Offerings: In anyplace of worship to Ghaunadaur, all clothfurnishings and garments worn bypriests are to be of hues pleasing toGhaunadaur�s eye. Accepted colors are:copper, amber, flame-orange, russet,gold, dark red, plum, purple, amethyst,violet, heliotrope, mauve, lilac, lavender,black, and silver.

Smoke and flame are to be a part of allsacrifices to Ghaunadaur. No creature isto speak out against the will of Ghauna-daur in the presence of the Eye, itsavatar, or its manifestation. If such defi-ance occurs, a sacrifice of appeasement isto be performed (preferably involving thecreature who defied the Elder Eye).

Priests of Ghaunadaur are encouragedto become familiar with the use andmanufacture of acids, poisons (includinggases and incenses), and flaming oils ofall sorts. (Temples and priestly abodes aretypically well-supplied with such weap-ons, in a ready state.)

Temples to the Elder Eye are typically litby purple, mauve, and lavender rays oflight, radiances, and drifting, eddyingluminous mists. These temples are usu-ally located underground but sometimescan be found concealed in remote ruins.The walls are decorated with mosaicsdepicting beings of all races crawling inself-sacrifice to be eaten by �vaguely-squid-like creatures, each with ten hairytentacles.�

No creature who receives the aid ofGhaunadaur is to allow eight days to passthereafter without praying and makingofferings to the Eye.

Priests of Ghaunadaur must not know-ingly befriend or consort with priests ofany other faith. If such a relationshiparises out of ignorance, the unbeliever

The devouring creatures(Ghaunadaur�s long-unseen �bodyguard�ropers) are purple, violet, and mottled

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mauve in hue.Temples to the Eye always have well-

polished floors, usually of porphryry, ob-sidian, red and black hornblende, orblack marble. Where black and purplematerials are not available, carpets andtapestries of these hues should be used.

The altar chamber sports ceiling sup-port pillars of polished obsidian, mala-chite or serpentine, graven with runesand the symbols of Ghaunadaur. Whenpossible, these pillars are imbued withmagical effects (created by priests of theEye; Ghaunadaur itself, if summonedwith the proper prayers, endows thesemagical effects with permanency).

Pillar enchantments radiate magicalfields of effect. These typically include 5�radius unease and insecurity affectingall beings who do not worship Ghauna-daur; creatures of 4 Intelligence or lessautomatically retreat and avoid the area.

Other pillars radiate a 2� radius fear, 10�radius know alignment and detect liefields that reveal intruders� auras only topriests of the Eye. (All spell effects aresubject to save vs. spell.)

At least one pillar in each temple has ateleport rune, known only to the priests.If the rune is touched, the priest istransported to a prearranged sanctuaryor a city location. Some of these runes aretraps: if a command word is whispered,they go to a �safe� destination; if no wordis uttered, they transport the activatorinstead into a monster lair or otherdangerous area.

These magically-charged pillars candischarge electrical arcs when living be-ings pass between them. These arcsstrike for 3d6 hp of electrical damage.Priests familiar with the pillar enchant-ments can avoid the areas of danger, orconcentrate on the secret mental words of

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deactivation and activation, to turn thepillar magics �on� and �off.�

Temples to Ghaunadaur typically havea pillared approach area, leading to thealtar in three ascending tiers. The firsttier contains drums and a rack of tubularsilver chimes, used in summoningGhaunadaur. The second tier contains ahuge, rectangular block: an altar of dull,porous-looking, rusty black stone.

The altar stone is flanked by bronzebraziers. Three triple-branched candela-bra, arranged in a triangle, stand besideeach brazier. Each candelabrum holdsthree fat black candles. They burn with aflame of leaping lavender, surrounded bya purple glow, but unless removed fromthe temple, are never consumed in theirburning.

The third tier is empty, but at chest-height above it hang a blackenedadamantium (pure forged adamantite,well-nigh invulnerable) triangle and cyl-inder, on chains of the same material.(The cylinder is obviously intended as astriker for the triangle.)

If the altar-block is struck with force, ortouched by living flesh, its rusty blackhue slowly fades, becoming a translucentamethyst color in 3 rounds. This blockremains rock-hard, and a black, amor-phous center �floats� in its depths.

Any creature touching the altar withbare flesh must save vs. breath weapon at-3 or be paralyzed for 5d4 turns. (Abeing using a weapon or gloved hand totouch will feel a tingling, and must savevs. paralysis or be held immobile for1d4 + 1 rounds.)

If the drum is beaten, the chimes rung,or the triangle struck while the altar is inthis translucent state, the altar emits apulse of golden light. If all three noise-makers are struck, a glowing golden eye

materializes from the stone�s roiling,dark center. Roll 1d12 to determine thefate of each creature seeing the eye:

Roll Effect1 Death (or catatonia*, at the DM�s

option)2 Insanity* (gibbering, drooling

feeblemindedness, broken by pe-riods of incoherent frantic activity

3 Rage* (attack companions untildisabled or all have fallen�physi-cal attacks only)

4 Fright and weakness*strength loss, with probable needto discard armor, large weapons,and heavy treasure)

5 Fall unconscious for 1d4 + 12turns; during this time visibly age2d12 years

6-12 No effect (looked away in time)

* = Curable by application of a removecurse spell

If the braziers are lit when the eyeappears, and the highest-ranking priestof the temple is present, more occurs: aportion of Ghaunadaur is summoned tothe Prime Material Plane, usually to con-sume a sacrifice.

The altar lightens to a heliotrope hue,and begins to glow. The dark mass at itscenter grows larger and shows swollenpurple veins. The eye becomes a fieryred-orange color, staring hungrily andangrily around the chamber.

Anything on the altar as it transformssinks into the altar, to be absorbedforever (including adventurers!). Thealtar stone becomes flesh-like and warm,and its outline shifts suddenly as a

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tentacle suddenly erupts from it to grabthe nearest living creature! The tentacleis identical to those of Ghaunadaur�savatar. If it manages to draw a being intothe stone that being (and its gear) isforever lost. This process takes tworounds after the actual contact, andduring this time the victim suffers 1d12corrosive damage per round. The altar isAC7, and can be cut and burned readily;dealing it more than 26 points of damageduring any one round will cause it toexpel the victim, and dealing it 40 or morepoints of damage in the two rounds willdestroy the altar completely.

If any living creature is absorbed by thealtar, it returns to its dead state. Atop itwill be an item most wished for by themost powerful non-good being in thechamber (the ranking priest of Ghauna-daur, or if none is present, the characterwith the highest Intelligence + Wisdom +level total). This can include any magicitem earlier offered on an altar of Ghauna-daur (that is, any magical item that a DMwishes to introduce into the campaign).

If no living creature is absorbed by thealtar, but other sacrifices or offerings aretaken by it, the altar returns to its stonystate.

If a priest of any other faith touches thealtar, two spells will be offered; if these areaccepted, the priest becomes chaotic evil,and subverted to the service of Ghauna-daur. (This is not outwardly apparent,but if detected later, can be reversed by aprocess of atonement and absolution leftup to the DM.)

If a second summoning of Ghaunadauris attempted in the same day, the samealterations to the altar will occur, but theresult will be as follows:

Roll Effect1 Tentacles emerge to seize and

devour 1-4 creatures (nothing isgranted or left on the altar)

2 Everyone present hit with causeblindness spell (see �Ghauna-daur�s avatar�, above) and no de-sires are granted

3 Take no sacrifice, but perma-nently raise a random ability scoreof each being present by 1

4-12 Eye looks out of altar. Use earliertable for effects.

In any encounter, Ghaunadaur telepathi-cally identifies itself, and asks all presentto worship it. If they refuse, it promises tobring about their deaths; if they agree,but subsequently do nothing, the charac-ters will hear Ghaunadaur�s voice in theirheads once a day, demanding a sacri-fice�or their deaths. If they avoid adven-turing (i.e. avoid the monsters Ghauna-daur can send), the voice continues daily,gradually becoming audible to others,and speaking at the most inopportunetimes� during a tender love scene, per-haps, or an audience with a local ruler orlawkeeper. A remove curse or strongerspell can end this effect, but it must becast by a being of 9th or greater level to beeffective.

Specialty Magic: Priests of the Eye havefew unique spells. The most notable oftheir special magics follows:

Seventh-Level Spell

Wall of Tentacles(Conjuration/Summoning)

Sphere:Range:

Elemental0

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Components: V,S,M damage in a single round, causing it toDuration: 1 day/level vanish) automatically breaks its hold.Casting Time: 1 round The wall of tentacles is AC-2; HD 10;Area of Effect: wall-shaped area 200 hp; THAC0 11; #AT 22 (4 per target);

(freestanding, if de- Dmg 1-20 (x 20 tentacles); 1-10 (x 2sired), 6 inches beaks); SA poison beaks; SD darkness,thick, and with a 15� radius, immunity to non-magicalsurface area on one weapon attacks, and to all spells exceptside of up to 10 dispel magic (strips it of 50 hp), disinte-square feet/level grate (destroys 100 hp), or symbol of

Saving Throw: Special persuasion (allows all beings of the samealignment as the caster�and others

This spell enables the caster to create a whom they escort, while touching�tospecial sort of quasi-living elemental bar- pass through the wall unharmed).rier. On the safe, or �inner� side, it The poison of the beaks is debilitativeappears as a shadowed section of wall. On (see page 73 of the Dungeon Master�sthe �outside,� it initially appears as Guide), and takes effect in 2d4 rounds.rough, purple-brown stone. The caster Its effects last until neutralize poisonand priests of the same faith can freely ends them, or until 3d4 days havemove through the wall as though it does passed.not exist. If any non-priest of Ghauna- If the wall is attacked by any spell ordaur (except when in physical contact spell-like effect, or is reduced to 99 orwith a living, mobile priest of the Eye) fewer hit points, it creates darkness 15�touches this �plain wall,� four tentacles radius outward from its �outside� sur-emerge to grasp the being, and begin a face, and bites any victims it can reach.loud hissing and champing noise to alert The material component of this spell isclergy to the presence of an intruder. any sort of snake, living or dead, and the

The wall can extrude twenty 16�-long beak from an octopus or any avian.tentacles, and two beaks. These can shiftabout its surface, but a maximum of fourattacks per round can be made on any LOLTH (minor goddess)single opponent. The beaks are saved fora second stage of continued attack or Lolth is a cruel, capricious goddess,resistance (see below); only the tentacles thought by many to be insane. Sheattack initially. Each tentacle strike does delights in setting her worshippers atphysical damage, and forces the victim to each other�s throats, so that the strong-save vs. spell or be held. Affected beings est, most devious and cruel will survive toget a saving throw to break free of the serve her. Lolth roams the Realms often,hold effect (only one save, regardless of appearing in answer to the rituals of drowhow many tentacle strikes are suffered). priestesses; and working whatever harmWhile held, victims are attacked by other she can to the enemies of drow. Shetentacles at +2 to hit, and dragged 4� secretly wants to be worshipped by hu-closer to the wall per round. Severing a mans and elves of the surface Realms,tentacle (by doing it more than 12 hp and sometimes journeys among their

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communities, whispering of the power tion Lolth is AC 0, and cannot use anyLolth can bring. spell-like powers.

Lolth can call on any school of magic forRoleplaying Notes: Lolth is malicious in her spells, and is not harmed or discom-her dealings, and coldly vicious in a fight. fited by light. She enjoys the company ofShe enjoys causing death, destruction, spiders of all sorts; when in drow form,and painful torture. she often clothes herself entirely in cling-

Even more, Lolth enjoys corrupting ing spiders.elves and humans to her service. In drow When summoned to the Realms, Lolthform, her direct physical embrace can act likes to roam the Underdark, basking inas a charm person (save at -4) on a the terrified worship of the drow. Shehuman or demi-human of either sex. She customarily takes any magical items theycustomarily leaves a poisonous spider to offer to her (or that strike her fancy).aid, guard, and keep watch on those who When encountered, she typically has 1d4personally serve her, and gives them any such items, of the DM�s choice. She canone magical item that she possesses or employ these in any form, regardless ofcan seize. class limitations.

Lolth can appear kind, rendering aid tothose she fancies�but she really cares Str 21 Dex 21 Con 21only for herself; her favor and aid can Int 21 Wis 16 Cha 23 (3)never be relied on. MV 15 SZ M: 6� MR 70%

(1, Wb 9) (L: 12� dia.) AC -2 (-4)Statistics: AL ce; WAL any evil (96% ce HD 16 HP 128 #AT 1 (2)drow); AoC drow, spiders, evil and dark- THAC0 5 Dmg byness; SY black spider with female drow weapon +9head (head is always at bottom of figure). or spell (4-16

+ poison +Lolth�s Avatar(priest 16, wizard 14)

webs)

Special Att/Def: In any form, Lolth�s avatarLolth�s avatar appears in the Realms as a can be struck only by magical weapons.giant black widow spider, but prefers to She is immune to all poisons. Cold andchange into the form of a human-sized, electrical attacks do only half damage, butexquisitely beautiful female drow. She Lolth takes triple damage from holy watercan also combine the two forms, appear- (each vial does 3d6 +3 damage from aing as a giant spider with a coldly beauti- direct hit, and 6 points of damage from aful female drow head. This is believed to splash). She can heal herself thrice perbe her �true� form. day, at will (this prevents the use of spells

Statistics for Lolth�s spider and com- or other spell-like abilities in the samebined spider/drow form are identical, and round). She also has 120�-range infrav-are given in parentheses below. Change- ision and 90�-range telepathy.ing from one form to another takes an Lolth can always summon spiders (01-entire round, during which Lolth can 20%: 1d8+8 large spiders; 21-50%:take no other action. During transforma- 1d6+6 huge spiders; 51-90%: 2d4 giant

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spiders; 91-00%: 1d4 phase spiders) and Lolth�s Manifestationscommand any arachnid within 90� (con- Lolth rarely aids her worshippers di-sider this a spiders-only charm monster rectly, preferring to watch and enjoy theirwith no saving throw; intelligent beings sufferings and struggles. If she wantswho have magically assumed spider-form someone to know that she is watching,save at -5). She can use ESP on any drow Lolth causes a smirking pair of sensuouswithin 60�, one target per round (affect- female lips to appear on any spidering drow only). present. The spider is always outlined in

In spider form, Lolth can cast 30�-long a flickering purple faerie fire. If no spiderweb strands from her abdominal spinner- is present, Lolth will create a smiling,ets. These webs are equal in effects to a spider-shaped �shadow� of giant size.web spell, and are covered with a flesh- More rarely, Lolth acts directly. In suchcorrosive secretion: 1-4 points of damage cases, her power may be seen as aper round of contact (unless a save vs. flickering black, mauve-edged radiancepoison is made). Lolth can swivel her around a person or object temporarilyspinnerets to fire in all directions (except imbued with her power.through her own body), and can cast 2 The Spider Queen�s power typicallystrands per round, as well as biting or gives any or all of the following aids tousing a spell-like power. affected things:

Lolth�s bite does 4-16 damage, and the l double damage (triple to giant-typevictim must save vs. poison at -4 or die creatures)(after 1-2 rounds of twitching agony). In l immunity to breakage or other dam-spider form, Lolth can use any one of the age (automatic success of all itemfollowing powers in a round, at will: saving throws)comprehend languages, confusion (crea- It typically gives any or all of theture looked at only; the victim need not following aids to affected beings for 1meet Lolth�s gaze to be affected, but gets a turn:saving throw versus paralyzation to avoid l the ability to strike first in anythe effects), darkness 15� radius, dispel combat roundmagic, dimension door, tongues, true l a 4-point improvement in Armorseeing, and twice per day use phase door Classand read magic. l a 3-level improvement in fighting

In drow-spider form, Lolth can use the ability (�phantom� hit points gainedpowers already given, plus (once per day): �all damage taken is subtractedclairvoyance, change self, domination, from these points first; when phan-mind blank and an effect equal to tom points disappear at the end ofEvard�s black tentacles. the turn, only excess damage is

In all forms, Lolth can create drow actually suffered by the character)armor for herself. She can also employ Lolth�s Laughter�soft, cruel femininepowers available to her in her human- chuckling�is often heard by drow whoheaded arachnid form, but not the spell- have lost her favor or who have gone mad.like powers of her giant black widow It is also heard by foes of the drow,spider form. She can use spells as a 16th especially when beings of these sorts arelevel priestess or 14th level wizard. alone and/or fleeing in the endless cav-

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ems and passages of the Underdark.Beings of less than 2 hit dice flee uncon-trollably, as if affected by a fear spell,until they die, are knocked unconscious,or can hear her laughter no more.

Lolth does not look kindly on those wholet personal grudges and revenge-takingbring defeat or shame to their House,clan, city, or band.

Duties of the Priesthood

Priestesses of Lolth are the rulers, policeforces, judges, juries, and executioners ofdrow society. They wield power daily, andmost do so in a manner in keeping withthe cruel and capricious nature of Lolthherself.

As one long-ago priestess, Elvanshalee,put it, �Love? What is love, or respect?Bah! Soft, useless feelings that none canlean on. Fear, now�fear is as strong assteel, and can be leaned upon. I want tobe feared.�

Requirements: AB standard; AL ce; WPany; AR a; SP all, animal, charm*, combat,creation*, divination*, elemental, guard-ian, healing, necromantic, protection,summoning, weather; PW 8) immunity toall spider venoms, 9) spiderform (as spell;detailed below); TU command.

Aims, Credo, and Ethos: All drow who donot worship Lolth are to be converted ordestroyed. All weak and rebellious droware to be weeded out. All who impugn thefaith must perish.

Elvanshalee�s words have become oneof the temple credos of Lolth�s clergy.Most of them carry snake-headed whips(detailed under �Drow Magical Items�),and delight in using them often.

Priestesses of Lolth strive to act asLolth wishes, and to manipulate (often bybrutal force) their fellow drow to do so,too. The ultimate aim of every priestess isto achieve and keep the Favor of Lolth.The spirits of priestesses who die in herfavor are believed to go to the Abyss,where they become yochlol and otherservant creatures. Those who die inLolth�s disfavor are thought to pass intotorment on another plane, perhaps tosomeday return to the Realms as a snakeor spider (drow beliefs are confused onsuch matters, and often change with timeand location).

Males who act independently of Lolth�sdictates (and those of her priestesses) areto be sacrificed to Lolth. Those �faithful�whose loyalty is weak must be eliminated.Children are to be raised as loyal worship-pers of Lolth�and let each family produceat least one priestess who will serve theSpider Queen better than her parents.

Such are the commands of Lolth�butthe priestess who follows them blindly ison a slippery path leading to swift death.Success in the service of Lolth lies withthose who are attentive to the ever-changing, often contradictory will ofLolth.

Rituals: Rituals to Lolth are customarilypracticed in female-only company, in asacred room or area. Rituals requiringextraordinary power or a public displaymay be celebrated in the open, and inmixed company.

The duties of a good priestess, then, areto do whatever is necessary to gain and

Lolth requires homage �submission in

keep the Spider Queen�s favor. Althoughprayer, plus offerings�regularly from herpriestesses.

treachery and cruelty are often rewarded, When Lolth�s aid is required, sacrifices

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must be made. These sacrifices are tradi-tionally faithful drow and/or capturedfoes, killed with a spider-shaped knifewhose eight descending legs areblades(2d6 hp damage). In other cases,gems or other precious objects may beburned in braziers, as prayers of offeringare chanted. The most powerful rituals toLolth defy detailed description, and areseldom seen by non-drow.

Lolth enters the Prime Material Planeonly when it pleases her to do so. Other-wise, Lolth�s servant yochlol (fully de-tailed elsewhere in this sourcebook) arereached by means of ritual.

Such contact rituals require the use ofa brazier of burning oils, coals or in-cense�burned in a vessel fashioned of avaluable black material (such as onyx,obsidian, or a golden bowl whose interioris studded with black pearls). The flamesprovide material which the magic trans-forms into an interplanar gate temporar-ily linking a certain layer of the Abyss withthe Prime Material Plane. Through thislink, the yochlol appear, using flame mate-rial to fashion semblances of themselves.

If called with sufficient force, a yochlolcan emerge fully from its gate. Lolthusually orders her handmaidens to re-main in the Prime Material Plane only solong as the flames that brought themremain�the dying of the summoningflame then allows a yochlol the safety ofbeing sucked instantly back to the Abyss.

Yochlol who are summoned can keepthe gate that brought them open whilethey communicate with Lolth and othersin the Abyss. (Such communication de-mands their full attention, causing theirPrime Material forms to go momentarily�blankfaced� and unhearing.)

They can also send one creature of theAbyss into the Prime Material Plane, loose

of all control and against the wishes of thesummoner. This act causes the destruc-tion of the gate and the disappearance ofthe yochlol. Such �sendings� are usuallymyrlochar (monsters of the Abyss, de-scribed in this book).

In large, important rituals, priestessesof Lolth customarily use eight braziers, toprovide additional flame material and inhomage to Lolth (the flames represent hereight legs).

Customs, Rules, & Taboos: Lolth�s capri-cious nature makes rules few, and uncer-tainty great. Of course, questioningLolth�s motives or wisdom is a sin. Aidingnon-drow against drow is a great sin, asis ignoring the Spider Queen�s com-mands in favor of love (Lolth often testsher priestesses, by ordering the sacrificeof a favored male consort). There are malepriests of Lolth, but the Spider Queenvery rarely allows them to rise above 7thlevel of experience.

Drow who lose the favor of Lolth arealways given a single chance�usually adangerous or difficult mission, thoughLolth may test certain individuals bysetting no task at all, and observing whatthey do�to redeem themselves. Thosewho willfully fail are destroyed; Lolthcommands other worshippers to do this(in turn, testing them). Those who failthrough mischance or poor planning orexecution are usually transformed intodriders (described in Chapter 1, andunder �Elf, Drow� in volume Two of theMonstrous Compendium).

Lolth often plays favorites among herdrow worshippers�but those who ridehigh one season are warned that Lolthcan turn her dark face upon them with-out warning�and undoubtedly will,sometime soon.

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Equipment, Garb, & Offerings: Whenparticipating in rituals, priestesses ofLolth wear robes (black, trimmed withdark red and purple�or, for lesser ornovitiate priestesses, dark purple or redtrimmed with black). Statuettes of theSpider Queen, usually worked of blackstone, are present in all temple chambers.Marble and obsidian are favored materi-als for statuary and temple furniture.There are always large, ornately-carvedbraziers, and at least one altar of blackstone.

Noble Houses have their own privatetemples, and every drow city has at leastone large, open public octagon forlarge rituals, calls to war, and the like.Most cities also have a grand temple tothe Spider Queen, used for trainingpriestesses.

In every temple, despite large differ-ences in size, opulence, and importance,certain constants apply. Inner chambersare reserved for the worship and businessof Lolth, including most spellcasting.These chambers are always shrouded indarkness, except for the radiances in-volved in spellcasting and rituals. Ante-chambers are set aside for war-councils,and most business wherein priestessesmeet with drow males and outsiders.

Most temples have guardian spiders,often hidden, and occasionally magical innature (such as jade spiders, detailed inthe �Drow Magical Items� chapter). In theevent of an attack, even the harmlesssorts of spiders can be equipped witharmor-sheaths that bear House defenserunes. In the case of intelligent, charmedspiders, house insignia with activemagic powers may be wielded. (Thesedevices are also described in the chapterdealing with magical items.)

Rituals to Lolth involve the burning of

precious oils and incense, live offerings,and riches of all sorts, particularly gems.These are customarily placed in a bowl-shaped depression in a black altar (orburning brazier). These offerings arealways consumed in the flames of Lolth atsome point in the ritual. If Lolth isparticularly displeased, or impostors arepresent, the black-and-red flames thatleap from the braziers to consume theofferings may also arc to consume othervaluables present, such as magical items,jewelry, and clothing. Typically, Lolth�sflames do little more than humiliate aburned priestess, destroying her gar-ments and dealing her 1d4 hp of damage,but an impostor or intruder receives asearing flame attack that does 6d6 dam-age (half if a save vs. spells, at -2,succeeds). If this occurs, every priestess of Lolth present in the chamber receives a�free� darkfire spell (detailed in the �DrowSpells� chapter) to wield, even if they arecarrying a �full load� of spells or haveother darkfire spells memorized. Thespell comes with the strong command toblast the interloper who would so insultLolth.

Specialty Magic: Many spells developedby clergy of Lolth have passed into generaluse by the drow. A few remain theexclusive property of priestesses of Lolth.Two of the most common and importantsuch spells are detailed here.

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Fifth-Level Spell are polymorphed into their presentform), the spell is ruined, but forces them

Spiderform (Alteration, Necromancy) into their �real� form. The caster of thespiderform is stunned for 1 round.

Sphere: Animal, Necromantic If this spell is used on any drow, andRange: Touch overcomes its magic resistance, the drowComponents: V,S,M is temporarily transformed into a driderDuration: 4 rounds + 1 round/ under the caster�s control (AC3, MV 12,

level THAC0 13, 1 attack: bite for 1-4 plus saveCasting Time: 2 per target vs. poison at -2 or be paralyzed for 1-2Area of Effect: One creature/level turns; retains own spells, hit points, andSaving Throw: None intellect).

This control is like a charm, and lastsThis spell enables a priest to turn one for 1 round per level of the caster. It is

or more normal-sized mammals or arach- broken instantly if the drider is com-nids into giant spiders (AC 4; MV 3, Wb manded to do anything contrary to its12 (can leap up to 6 horizontally, and 12 nature�that is, contrary to the knownor more vertically, to pounce on prey); wishes of Lolth or its superiors, and4+4 HD; #AT 1; Dmg 1-8 (bite), akin to anything clearly fatal to the drider. Trans-those described in Volume 1 of the Mon- formation to and from drider-form takesstrous Compendium. 1 round, during which time the drider

The bite of spiders created by this spell can take no action, and occurs at spellis not fatal; instead, the bite forces a save expiry or upon command of the caster.vs. spell, with failure resulting in the The affected drow usually (unless Lolthvictim being stunned for one round, and desires otherwise) remembers nothing ofslowed for the duration of this spell. If its time and actions as a drider.the particular spider causing the slow is The material component of this spell isdestroyed, the effect is immediately a spider of any type small enough to beended. held in the caster�s hand. It is crushed

Creatures to be transformed must be during spellcasting (hence normal, tinyalive and relatively unharmed. Their arachnids are customarily used), andnumbers limit the number of giant spi- vanishes.ders a high-level priest can create.

If a spider or other arachnid is trans- Seventh-Level Spellformed by this spell, they temporarilybecome a Giant Spider as described Zin-Carla (Necromancy)above, losing their natural poison andany web-spinning powers. They can read- Sphere: Necromanticily navigate in existing webs (including Range: Touchthe sticky strands of web or spellweb Components: V,S,Mspells). Duration: Varies

If spellcasting is interrupted for any Casting Time: 4 roundsreason, or the �normal� creatures used Area of Effect: One creaturealready bear a magical dweomer (e.g. they Saving Throw: Special

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This spell is �the highest gift of Lolth,�granted rarely even to favored drow. It is aspecial form of animate dead, that ena-bles the caster to create a special sort ofzombie known as a spirit-wraith. Imbuedwith the skills (hit points, armor class,and THAC0) it had in life, this creation istelepathically linked to�and controlledby� the caster of this spell, usually a drowmatron mother.

This spell may not be instantaneouslygranted, or may be denied entirely, atLolth�s will. It is granted only for thecompletion of specific tasks, and thesemay never be purely to work revenge orbring harm on other drow. Failure in thetask brings on the disfavor of Lolth.

Zin-carla involves the forcible return ofa departed soul or spirit to its body. Onlythrough the willpower and exacting,sleepless control of the caster are theundead being�s desired skills kept sepa-rate from unwanted memories and emo-tions. The duration of the spell is limitedby the needs of the task, the patience ofLolth, and the mental limits of thecaster�for a total loss of control usuallymeans failure.

So long as that control is maintained,the spirit-wraith cannot tire or be dis-tracted from its task. It does not feel painor disability, and will continue to func-tion as long as it remains mobile.

A spirit-wraith cannot be made to castspells without losing control over its mindentirely, but can fully use combat andcraft-skills possessed in life. If control islost, the wraith becomes a revenant,driven by hatred and the memory of itsviolation at the hands of the spellcaster.Uncontrolled spirit-wraiths do not stopuntil the zin-carla caster is destroyed.

A spirit-wraith driven to do somethingagainst its old nature has a chance of

breaking free of its control (treat as acharm spell, with the same saving throwas in life). For example, one cannotsuccessfully use this undead to destroy abeing that it loved in life.

Spell-like natural powers (such as thelevitation ability of drow) are retainedand can be used by the undead. Thespirit-wraith can use its former experi-ence and memories, as much as allowedby the linked caster. Both the zombie andthe caster are immune to the effects ofspells that attack the mind, and similarspell-like powers (such as the mentalblast of a mind flayer). It knows wariness,anger, glee, hatred, frustration, and tri-umph, but not fear. It cannot be con-trolled by the spells and priestly powersnormally used to command encounteredundead�and control of it cannot therebybe wrested away from the caster of thezin-carla.

Spirit-wraiths do not breathe, but canspeak (if allowed to do so by their control-ler). They can utter command and activa-tion words, and the controlling caster canspeak through them directly, but spellincantations will have no effect if utteredby the undead.

To stop a spirit-wraith, it must bephysically destroyed�if it is still able toeven crawl, it will do so, tirelessly, search-ing for a way to complete its task.

The material components of this spellare the corpse to be animated, and atreasured object that belonged to theperson to be controlled. If the corpse isbadly decomposed or not whole, otherspells (such as Nulathoe�s ninemen) andmagical unguents will also be required, torestore it to whole, supple condition.

Wizards and other powerful creatures(such as mind flayers, aboleth, or cloak-ers) who raid or despoil drow cities can

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expect to face either a full-scale attack�or a spirit-wraith or two.

VHAERAUN (lesser god)

Vhaeraun is the god of thievery and thefurthering of drow aims, interests, andpower on the surface world. He is also thegod of drow males opposed to the matriar-chy of Lolth, teaching that females are nobetter than males. He believes that drowshould work with other elven races forcommon advancement�never associat-ing or trading with duergar, svirfneblin,or other dwarven and gnomish races.(Humans and halflings can be tolerated.)Vhaeraun is handsome, even vain, anddoes not forget slights and deceptions.

Roleplaying Notes: Vhaeraun is proud,sometimes haughty, and bears grudgesof legendary length. Any underhandedmeans and treachery is acceptable to himif it furthers his aims or is done in hisservice�but if others so treat him or hispeople, it is a deep sin that cannot gounpunished.

Vhaeraun is an active god, who finds ithard to hold aloof from the doings andneeds of worshippers; there is a 15%chance that he will manifest if called on�and if the proper ritual is performed,his avatar is 20% likely to appear.

Statistics: AL ne; WAL any evil (drow ofany alignment); AoC drow males and evilactivity (particularly thievery) on the sur-face world, or against drow of other faithsin the Underdark; SY a black half-mask.

Vhaeraun�s Avatar (thief 20)

Vhaeraun�s avatar appears as a slim,graceful, handsome drow male, 16� tall

and well muscled. His eyes and hairchange hue to match his mood, from red(for anger) to gold (triumph) to blue(amusement) and green (puzzlement orcurious interest). Vhaeraun always wearsa long, flowing black cloak. Those lookingat it in darkness can see stars, the moon,or whatever else is behind it, through it(even if the avatar is obviously within theportion they�re observing). Vhaeraun�scloak melts into nothingness if removedfrom him, or if his avatar is destroyed. Itsfolds can harmlessly absorb seven spellsof any level per day, and attract bothmagic missiles and area-effect spellssuch as fireballs, completely protectingthe wearer (and nearby beings who wouldotherwise be harmed). Vhaeraun neverwears armor of any sort, although hisavatar may use protective magical itemsgiven to him by worshippers (regardlessof class restrictions, so long as theyfunction for beings of his alignment).

Str 16 Dex 19 Con 16Int 18 Wis 12 Cha 19MV 16 SZ 16� MR 60%AC 4 HD 20 HP 160#AT 1 (2) THAC0 1 Dmg by

weapon (orspell)

Special Att/Def: Although he cannot nor-mally use spells, Vhaeraun can duplicateand use any spell in the mind of a priest orfollower of his faith, who is within 120�.This can be done in addition to physicalattacks during a round. These spells func-tion as if cast by an 18th level wizard.

Once every 6 rounds, Vhaeraun cancause a 70� range bladebend: the blade ofany one edged weapon currently drawnand held twists about to strike its holderfor full damage.

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Vhaeraun�s ManifestationsVhaeraun prefers to appear as an ava-

tar, but when he cannot (i.e. when ritualsof summoning have not been performed),he sends a black, flitting shadow. Itcloaks a favored being about the face, likea half-mask, and remains for 9 rounds.During that time, the favored being is:l empowered with true seeingl empowered to strike creatures nor-

mally hit only with the most powerfulmagical weapons, even if the weaponemployed is not magical

l unable to fall, fumble, or miss foot-ing on a leap or catch

l can move silently and pass withouttrace (as with the spell, a faint trail ofmagic is left)

l healed of 2d4 hp of current damage

This manifestation never favors thesame being more than once per day.

Vhaeraun may also send a manifesta-tion to signify his displeasure, or hisdefiance of rivals or enemies of his people.This takes the form of a floating, insub-stantial half-mask of shadows, that driftssilently to confront the beings he wishesto (passing any magical barriers, andentering any place, regardless of guards,holiness to another deity, etc.). The maskcan only move and (twice per appearance)utter a chilling, mocking laugh. Thosehearing it must save vs. spell or beaffected as if by a fear spell (withoutsaving throw).

Duties of the Priesthood

Priests of Vhaeraun must encourage,lead, or aid bands of drow and alliedchaotic evil creatures in thievery, andinstigate plots, intrigues, and events tocontinually increase drow influence and

real power in the surface Realms.They must manipulate trade, crea-

tures, and intrigues designed to frustrateand lessen powers and plans of drowpriestesses (particularly those who serveLolth), and continually foment rebellionor disobedience among drow males.

Drow thieves in need must be aided(even if female) � healed, bailed out of jail,or forcibly rescued. Drow males op-pressed or under attack by drow femalesmust be physically aided, in any circum-stances. Cruelties against drow malesmust be avenged.

Requirements: AB standard (drow malesonly); AL ce; WP any; AR g; SP all, charm*,combat, divination*, elemental*, guard-ian, healing, necromantic, protection*;PW 3) pass without trace, once/day/levelgained thereafter, 6) animate dead, 9)locate object; TU command.

Aims, Credo, and Ethos: The drow mustforcibly claim a realm and rightful placeon the surface world, and this must be asociety of equality between the sexes. Theexisting drow matriarchies must besmashed, and the warring practices oftwisted Lolth done away with, so that thedrow are a united people, not a squab-bling gaggle of rival Houses, clans, andaims.

Rituals: Priests of Vhaeraun utterprayers to the Masked God of Nightwhenever they accomplish something tofurther his aims. Offerings of the wealthand weapons of those they vanquish(enemies of the drow, or regalia of femaledrow priestesses) are to be melted inblack, bowl-shaped altars. Priests of thegod must be self-reliant; the only sum-moning ritual or spell they are allowed to

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employ is to summon Vhaeraun himself.If Vhaeraun�s avatar comes, an offering ofa magical item must be rendered�or onewill be taken. If no offering is present, thesummoner will find himself on a quest togain one, to be left on the altar with aprayer for forgiveness. Vhaeraun�s avatarhas been known to pursue thieves whomake off with magic intended for him.

Customs, Rules, & Taboos: Rituals tosummon Vhaeraun must be made indarkness, by night. The most importantattacks, negotiations, and other activi-ties of the clergy must also occur at night.

Contact and marriage with other elvenraces is encouraged. �Half-drow� usuallybreed true back into the drow race;Vhaeraun sees this practice inexorablyraising drow numbers in surface lands.

Every priest must work to establishsome sort of permanent drow settlementon the surface world, and either supportthat settlement�s needs personally, or(preferably) make it self-supporting.

Equipment, Garb, & Offerings: No priestof Vhaeraun can wear armor, and darkgarb is preferred. The god�s holy symbol isa black mask, which can of course beworn and used like any mask. Poison use,manufacture, and experimentation is en-couraged. Especially effective spells, poi-sons, and tactics devised by a priest are tobe shared with the god�and thence, allclergy. Offerings of magic and wealth areto be made regularly. The more, and themore value, the more the god is pleased,though he favors daily diligence morethan rare, huge �hauls.�

Specialty Magic: Priests of the god havedevised many spells, but these pass intogeneral use (if not combat-oriented, they

can even be sold to human and otherwizards, as a sign of friendship, and toenrich the priesthood). A current projectis to magically duplicate Vhaeraun�sbladebend ability, but this has not yetbeen perfected. The spell so far results inwrithing weapons flying at random allabout a chamber (DMs can use this as aspectacular �desperation� spell employedby a priest of Vhaeraun). The most impor-tant spell yet developed by the priesthoodof Vhaeraun follows; it allows them toconstruct magical items normally beyondthe powers of priests.

Soultheft (Alteration, Necromancy)

Sphere: NecromanticRange: TouchComponents: V,S,MDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Neg.

This spell enables the caster to steal thesoul or spirit of a recently-slain character,to empower magic. The caster�s holysymbol must be touched to the corpse,within 1 turn per level of the caster. Thespell calls the life-force of the dead charac-ter back into the holy symbol. It willescape again, by itself, if the holy symbolis not touched to another object within 4turns.

The object to receive the life-force mustbe touched by the holy symbol as a secretword is spoken. The transfer takes 1round to occur. If transfer is interrupted,the life-force �snaps� back into the holysymbol, but the transfer can be at-tempted again.

Once transferred, the life-force empow-ers an item to function magically for 1

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month or 10 charges per level or hit dice(in life) of the dead character. Remember,this spell uses a trapped soul for an�engine� to power a previously-enchantedmagical item. It cannot be used to turn aplain item into a magical one, i.e., onecannot use this to turn a sword into aholy avenger +5.

The character cannot be contacted,raised (or otherwise called back to livingexistence) unless the object empoweredby the stolen life force is identified,seized, and held by the being doing theraising. The enchanted object will betraythe fact that it holds the essence of aparticular being to any magical scru-tiny�i.e., a detect magic will not onlyshow a magical aura, but will reveal theghostly image of the stolen soul trappedwithin the item.

The material components of this spell(not consumed in casting) are the priest�sholy symbol and the corpse. A suitableenchanted item must also be prepared,

but need not be present at the casting ofthe soultheft.

Splinter Faiths

Drow in the Realms have embraced off-shoots of the major faiths, usually follow-ing a charismatic mortal leader whoclaims to be something more.

The only such cult known to be stillactive, albeit in a debased form, is theShe-Spider Cult, a Thayan-based sectthat tried to link worship of Shar withdevotion to Lolth.

Opposed in the end by both goddesses,the Cult enjoyed initial success as a secretsociety operating slaving and drug-run-ning operations in Mulhorand, Unther,and southern Thay. They eventually de-generated into a criminal gang withoutdivine support. It still stages fake ritualsto thrill worshippers and to slay foesunder the guise of sacrifices.

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The history of the drow in the Realms is The Dark Warslong and grand, but very murky to thesage or interested inquirer of today. The warlike drow nature did not changeTruth has been willfully twisted by clever when they escaped their surface foes. Theyand fanatical drow to serve many parti- immediately launched a series of wars tosan noble House interests and the major establish territories in the Underdark.drow faiths. It is usual in Lolth-domi- They began by stealing and seizing dwar-nated communities, for example, to pre- ven magical items, and using themtend that traitors to the Goddess, or against the dwarves�establishing an en-vanquished noble Houses, simply �never mity that is still strong today.existed.� Although this is a hollow deceit The drow then fought among them-at the time, it effectively �rewrites history� selves, noble against noble, priest againstby four generations later. The history of priestess, for rule of their new realm. Thisthe drow can thus only be recounted in all-out war ended amid great magicalgeneral terms �following the work of explosions that brought down the roof ofShahaerynus, a drow sage who dwelt in the largest dwarven cavern they hadlong-ago Myth Drannor, and compiled seized, great Bhaerynden. The ceilingThe High History of the Drow. What you collapsed entirely, burying many droware about to read are excerpts from this and the shattered dwarven cities. Thebook. Susprina, Elminster tells us, is cavern, now open to the sky, becamecurrently working on a sequel. known as The Great Rift. The surviving

drow nobles gathered what people,The Descent slaves, and equipment they could seize,

and fled into the Underdark in search ofWe know very little of the Ilythiiri, or �Elves places to dwell. �The Scattering� broughtof the South,� before, this crucial event. about the many rival, self-interested cit-Even then, they were known as �Dark ies where most drow live today.Elves,� for the hue of their skins. Theydwelt in the jungles and hot forests of theSouth. A proud, warlike, culturally ad-

The Drow Today

vanced (some sages of other elven peoples Drow still hate each other, and strivesay �decadent�) folk, the Ilythiiri attacked fiercely to eradicate or weaken those ofall neighbors, including other elven tribes. rival cities, clans, noble Houses, or faiths.Their cruel raids and depredations, or- This constant strife keeps other races fardered by warlike nobility and the clergy of safer than they would otherwise be, astheir two cruel deities, Ghaunadaur and the drow (urged on by the clergy of theirLolth, forced elves, humans, dwarves, and gods) fight among themselves, ratherothers to ally against them. than launching new wars on others.

Defeated in a series of titanic magical Some few (perhaps 15% of all) drow arebattles, the dark elves fled into under- deemed �good� (actually, most are betterground warrens they had earlier discov- described as Lawful or Chaotic neutral inered. This event, known as �the Descent,� alignment) by other races. They look tomarked the end of the drow as a surface- the surface, and worship Eilistraee, turn-dwelling race. ing their backs on the darkness their

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brethren have embraced.It is not easy for a drow with a peaceful

disposition, or feelings toward what mostsurface dwellers deem �good,� to develop astrong personal morality or even survivefor long in the cruel, twisted societies ofthe drow cities. Only truly outstandingindividuals (Drizzt Do�Urden, for exam-ple) manage to win free of drow lifestyle.They are the heroes�and, usually, thewandering adventurer-outcasts�of therace.

No �good� drow is yet known to havesucceeded in turning the bent of a drowcity toward good. Altering the smallest ofcustoms and (dis)courtesies is impossi-ble without the approval and support ofLolth, who dominates most such socie-ties. City dwellers are ruled by fear,deceit, and cruelty; it is impossible forthem to act other than as the �darkvillains� surface Realmslore makes themout to be, as long as they remain in thecities of the Underdark. Drow who leavecities are dismissed and ignored�exceptby drow merchants, who are glad to havedrow surface contacts.

Drow who dwell in small roving bands,however, or who reach the surface andmanage to establish an existence there,can and have adapted to local mores andconditions�and exhibit natures no moregood or evil than the general run ofhumankind.

Initial daytime exposure to the surfaceworld usually blinds drow (DM�S NOTE:apply �Total Darkness� effects to them, asthough they were human; if they bindtheir faces, they fight as if in �Starlight,�as detailed in the �Darkness� section ofChapter 13, �Vision and Light,� of theDungeon Master�s Guide). Drow who areprepared for the effects of sunlight, andwho have practiced fighting by sound

alone, can reduce these penalties. (DMsmust adjudicate this on a case-by-casebasis, following a general rule that thedrow will be quite effective against oppo-nents within arm�s reach, and vastly lessso, the further away foes are.)

Initial daylight surface exposure is alsolikely to give a drow horrific sunburn.After an initial attack, this burningquickly lessens, but drow will alwaysprefer to keep their skin and headscovered during daylight hours.

Drow who adapt to the surface alwaysremain comfortable in darkness, and ableto see at night as well as a cat does. Theyalso retain a lithe agility, a dislike ofbright lights, open sky, and loud noises.They also have an unparalleled vicious-ness in battle. The detrimental effects oflight on drow (detailed in their MonstrousCompendium entry and, in this book, inthe Magical Items chapter under �Attune-ment�) fade slowly; all negative modifiersare reduced (toward normality) by 1 pointfor every year of continuous surface-dwelling, until they cease. If the drowremains on the surface for at least oneyear after all negative effects cease, theywill never return, and the individual canthereafter operate freely both under-ground and aboveground. (�Surfacedwelling� does not preclude sleeping incaves, exploring cellars, tombs, dun-geons, and other underground areas forperiods of less than four continuousdays, or dwelling indoors and avoidingdirect sun.)

Some drow have built successful trad-ing careers in Waterdeep, Calimshan,Chessenta, and Mulhorand. Others areknown to lurk in the dark depths of TheHigh Forest and The Far Forests, or tradewith Zhentil Keep�s merchants in thewoods northwest of Shadowdale.

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This chapter details a few common andimportant spells used by dark elves. Someof these magics were created and are usedby various surface-dwelling races. Drowhave stolen both spells and wizards dur-ing night raids on The World Above, andhave also independently devised spellsknown in surface realms.

Several spells (some since refined andaltered by the drow) may date from beforethe Descent, when drow dwelt in TheLands of Terrible Light. The DM is urgedto create new and terrible spells unique toindividual drow cities and families, andto advance drow mastery of magic withthe same vigor and success that surfacewizards attain.

New dark elven spells can appear when-ever desired; their use against playercharacters goes a long way toward estab-lishing a sense of mystery and poweraround drow. Folk in the Realms hateand fear drow, considering them capableof anything a proud, energetic, and evilsurface kingdom can achieve; playercharacters should be no exception.

WIZARD SPELLS

First-Level Spells

Spidereyes (Alteration)

Range: TouchComponents: V,S,MDuration: 1 round/levelCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell enables the caster to tempo-rarily see through the eyes of any livingarachnid, which must be touched. Thiscreature, and a strand of spiderweb, arethe material components of the spell.This spell does not give the caster anydirect mental contact with the spider,and does not confer any sort of controlover the arachnid, or ability to learn itsthoughts or emotions.

Most spiders have eight eyes (two com-pound, six simple) whose vision is notreadily understandable to most intelli-gent races. The spell allows the caster tocomprehend what the spider sees (withrange, focal viewpoint, and usually in-fravision) as readily as the spider does.The range between spider and caster islimited only by the spell duration and thespider�s travels, but the spell is broken ifeither spider or caster move to anotherplane of existence. The interposition ofcertain magical barriers, such as theborder of a minor globe of invulnerabilityor any more powerful spell, betweenarachnid and caster will also end thisspell.

Usually small, harmless spiders areemployed by casters of this spell, to serveas spies where a caster dare not go�butoften, frustratingly, a spider will not go or

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look where the caster wants it to, unlesscontrolled or influenced by additionalspells.

Sometimes, this spell is cast on a giantspider (the caster requires a successfulattack roll if the spider is hostile and notsurprised) to see through its eyes whilebattling it, so that the caster and com-panions can strike from areas that thearachnid cannot see.

Second-Level Spells

Skyhook (Evocation)

Range:Components:Duration:

60�V,S,M3 turns + 1 turn/level

Casting Time:Area of Effect:Saving Throw:

2SpecialNone

This spell creates a solid hook of magicalforce, invisible to all but the caster, at adesired location. The hook need not beattached to anything, and is usuallycreated in midair over a pit or chasm.Once cast, it remains immobile. Crea-tures can hang onto it, ropes can be tiedto or hooked over it (appearing to hangfrom empty air), and so on. It supportsloads of up to 700 pounds.

If its weight limit is exceeded, theskyhook instantly vanishes.

Otherwise, it remains in place until thespell expires, unmoved by physical im-pacts, deliberate attacks, and magicaleffects. It cannot be physically harmed,but its own solidity and fixed locationmake it dangerous to creatures leaping,falling, or flying into contact with it. Tworounds before it expires, a skyhookwarns its caster of impending collapse by

fading into invisibility from the caster�sgaze.

A skyhook is too small to be stood upon(i.e. to cast spells or fire missile weaponsfrom, or serve as a perch from which toclimb further), but its hook is largeenough to provide purchase for thickcables or up to six pairs of graspinghands.

A skyhook can be destroyed by itscaster (in 1 segment) by willing it out ofexistence, but the caster need not con-centrate on it to maintain it. A skyhooksaves vs. a dispel magic cast against it asif it were the caster, and gets a +4 bonus.It saves as the caster (no bonus) against adisintegrate spell, and can readily bedestroyed by a properly-directed limitedwish or more powerful spells.

The material component of this spell isa miniature metal fishhook (or metalhook of any size or type; in a pinch, apiece of metal crudely bent into a hook-bend can be used). The spell is known todrow, dwarves, human miners and warri-ors as an aid in climbing, or the placing oftemporary supports when bridgingchasms, crossing large subterranean cav-ems near the ceiling, and scaling cliffsand fortress walls.

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Third-Level Spells Hand of Darkness (Alteration)

Dark Wings (Alteration)

Range: TouchComponents: V,S,MDuration: 1 round/levelCasting Time: 3Area of Effect: One creatureSaving Throw: Neg.

This spell transforms a piece of bat wingand a piece of bone into a short-lived,magically-assisted pair of giant batwings. These powerful appendages have a15� tip-to-tip span, and sprout from theshoulders of the caster or one who istouched by him (who must save to negatethe spell, even if willing).

The wings allow the affected being to flyclumsily (MV Fl 17 (D)), but with greatpower. With these wings, a being canslow a fall, carry companions or gear of upto twice his normal body weight, or glideto bring up to three times the wingedbeing�s normal body weight to a harmlesslanding.

In flight, the wings can buffet othercreatures for 2d4 damage per round(slowing movement to 7 per round), andcan be used to shield the winged creatureand others, giving them the wings� AC of4 if desired. The wings can take anyamount of damage without collapsing orharming their owner. They slow walkingmovement rate to a maximum of 7,however, dragging behind the being onwhich they have grown. They cannot beremoved before the spell expires, even bythe caster, without the use of dispelmagic or polymorph magics.

Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:

10 yards/levelV,S,M1 turn + 1 round/level3Light sources withina 30� radius sphereNone

This spell cloaks the light sources thatthe drow hate so much, quickly and withgreat precision. On the round after cast-ing, the radiances caused by glowingmagical items, light and continual lightspells, torches, fires, and other lightsources within the 30�-radius area ofeffect �go out.� The sources themselvesare not extinguished (an unseen fire stillburns fuel, and beings coming into con-tact with it), but simply give off no light.

The spell area of effect is aimed as if thecaster were launching a direct attack (a�missed� attack roll causes the spell focusto be other than where it was intended;refer to the Scatter Diagram in the �Gre-nade-Like Missiles� section of the �Com-bat� chapter of the Dungeon Master�sGuide). A dispel magic spell ends theeffects of a hand of darkness, but willalso destroy any magical light that it wasmasking. Continual light or �at will�radiances such as glowing magicalswords are negated for 1 round/level ofthe caster of the dispel.

Creatures requiring light for vision (ahand of darkness spell has no effect oninfravision) suffer �Total darkness� pen-alties while this spell is in effect (see�Vision and Light� in the DMG).

Hand of darkness cannot be dispelledby subsequent casting of light or contin-ual light spells. The effect continues until

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the hand spell expires or is specifically additional three experience levels of thedispelled. Beings in the area cannot see caster. Note that this is different from thelight from outside, and light sources effects of the Melf�s acid arrow spell, inbrought into the area have their lights that items carried by targets only make a�extinguished.� The material compo- saving throw only on the round of thenents of this spell are a piece of coal or initial strike.handful of ash, a small sphere of black The material components of this spellglass or stone, and a scrap of black cloth, are spittle from the caster, a dart, thorn,fur, or hide. needle or icicle, a crystal or glass sphere of

any size, and a clear glass vial of acid.Fourth-Level Spells

Backlash (Necromancy)Acid Bolt (Conjuration)

Range: TouchRange: 200 yards Components: V,SComponents: V,S,M Duration: SpecialDuration: Special Casting Time: 4Casting Time: 4 Area of Effect: One spellcasterArea of Effect: Special Saving Throw: Neg.Saving Throw: Special

This little-known spell is a weaker versionSurface-dwelling wizards view this spell of the death link spell (detailed in theas an improved version of Melf�s acid Forgotten Realms Adventures source-arrow, but the acid bolt is a very old spell, book). It affects only priests, wizards, andthought to date from before the Descent other beings who cast spells (as opposedof the drow. to those who exercise spell-like natural

The caster creates a continuous, powers requiring neither study nor mate-straight stream of shimmering liquid rial components). If cast on non-spellcas-that emerges from the caster�s hand, and ters, it is wasted (unless they are undercan be aimed (caster�s attack roll to attain the effects of an imbue with spell abilitya �direct hit�). On impact, the bolt forms spell).a 10�-radius sphere of acid, and explodes The backlash spell leaves only a faintoutward in a burst of liquid. dweomer, waiting inactive for later trig-

Creatures struck by splashes from the gering. It cannot be removed by a dispelacid bolt (any creature within a 20�- magic, but will be ended by a removeradius danger zone) take 2d4 damage. curse or more powerful spell.

Creatures struck directly by the bolt An emplaced backlash takes effect onlysuffer 4d4 damage, and all items worn or when the victim first employs an offen-carried by them must make saving throws. sive spell that fails�i.e., interrupted or

Splash damage only lasts one round. incorrect spellcasting, a successful sav-Direct hits do damage for multiple ing throw, or a target�s magic resistancerounds, unless the acid is somehow or immunity. Consequently, this spell�sneutralized. The acid bolt does an addi- effects may occur hours or years after itstional 1d4 damage per round for every casting.

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The backlash causes the spell to workwith full effect on the caster of the failedspell. It negates any saving throws orimmunities that would normally apply.

A backlash only works once. Any num-ber of these spells may be placed on asingle spellcaster; only one will take effectat a time, the earliest-placed being trig-gered first. Rumors persist of certaindrow wizards who have developed fifth-level backlash spells that last for a ran-dom number (probably 2-5) of spell fail-ures. Other types may be triggered onlyby certain sorts of spells (schools, levels,or involving particular elements, such asflight/air or fire).

Stop (Alteration)

Range: 10�/levelComponents: V,SDuration: 4 roundsCasting Time: 4Area of Effect: One creatureSaving Throw: Special

This spell instantly confines the move-ments of any one target creature withinrange (including the caster himself) tothe spatial location occupied when thespell takes effect.

In other words, the target�s motion�airbore or otherwise�is instantly halted,and cannot move away from that spot.The stopped creature has full freedom ofmovement, but will remain in one spot for

the duration of the spell.Stop affects only one creature, chosen

by the caster (seen or visualized, concen-trated upon, and within range). It cantherefore serve to separate a chosen riderfrom an unaffected mount.

Willing or not, target creatures are fullyaffected for 1 round. On the next round, atarget, gets a saving throw vs. spell. If it issuccessful, the spell fails and movementbegins again, slowed to feather fall (q.v.,Player�s Handbook) rate for the durationof the spell. If the save fails, the stopcontinues until the spell ends.

If the caster starts to cast another spell,stopping ceases. Creatures able to planeshift or become astral or ethereal canescape a stop spell.

A dispel magic cast on the target crea-ture will free the creature instantly anytime after the initial one-round stopping.Similarly, wearing a ring of free actionallows a target creature to escape instantlyafter the first round of a stop spell.

Fifth-Level Spells

Passweb (Abjuration/Alteration)

Range: TouchComponents: V,SDuration: 1 round/levelCasting Time: 5Area of Effect: One creatureSaving Throw: Special

This spell enables the caster (or onecreature) to pass through existing webs,both natural and magical, as though theydid not exist. It also permits passagethrough barriers of rope or vine, providedthe area to be passed through incorpo-rates only non-magical, organic materi-als. The webs are not disturbed or alteredin any way by this spell or the passagethrough them.

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A recipient of this spell may try to freecreatures or objects already trapped in aweb. Three successful Strength Checksand a Dexterity Check must be made inthe same round, for an attempt to besuccessful. (If a trapped being is unwill-ing to be freed, and able to actively resist,failure is automatic.)

This spell does not confer immunity tothe effects of viscid globs (created by aparticular type of magic wand; see the�Drow Magical Items� chapter.)

The caster is always affected by his ownpassweb, but a touched target creature,even if willing to be affected, gets a savingthrow vs. spell. If it is successful, the spellfails and is lost.

another being attempts to usurp controlof them by magical means, the sum-moned spiders vanish into thin air.

If no opponent exists to fight, thespiders can perform other services. Theywill obey only the caster.

The material components of this spellare a bag (of any size), a small candle,taper, or lamp (not necessarily lit), and aspider leg or entire spider corpse.

Seventh-Level Spells

Vipergout (Conjuration)

Sixth-level Spells

Summon Spider (Summoning)

Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:

0V,S,MSpecial7SpecialNone

Range:Components:Duration:

60 yardsV,S,M6 rounds + 1 round/level

Casting Time:Area of Effect:Saving Throw:

6SpecialNone

This spell calls one spider per level of thecaster, of any type and size (the mostcommon sorts of spiders are detailed inVolume 1 of the Monstrous Compen-dium). If multiple spiders are summoned,they may be of various types.

The arachnids appear within spellrange and attack creatures indicated bythe caster until the spell expires, thecaster commands them to cease, or themonsters are slain.

This spell causes live snakes to be createdin the mouth of the caster, who must spitthem out. They do not choke or otherwiseharm the caster. Until the spell expires,they serve the caster, fighting to thedeath.

One snake appears for every 3 levels ofthe caster (rounding down); each round,roll 1d4 to determine how many serpentsissue from the caster�s mouth in thatround, until all the snakes have appeared(the rate of appearance is not controllableby the caster). Until all have issued forth,the caster cannot speak, cast spells with averbal component, or utter commandwords�but can breathe normally, swal-low without affecting the arrival of thesnakes, and freely engage in movementand combat.

The spiders never attack the caster, The snakes are of the Normal Poisonand do not check morale. If commanded and Normal Constrictor varieties (de-to attack each other, slain in battle, or if tailed under �Snake� in Volume 1 of the

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Monstrous Compendium), not giant-sized. The spell does not enable the casterto empower them with special powers orincreased intelligence. A summonedsnake cannot be made to attack itsfellows, the caster, or itself. Dispel magic,charm spells, and all other means shortof slaying caster or snakes will fail tobreak the caster�s control over thesnakes.

Controlled snakes attack as the casterwills. They can switch targets if desired,can constrict without biting (or withoutharming), use their coils and jaws to turnkeys, move small objects about (e.g.bringing a wand to the caster), gnawropes, and engage in other non-combatactivities.

The material component for this spell isa piece of snakeskin.

Eighth-level Spells

Death Spider (Alteration, Necromancy)

Range: TouchComponents: V,S,MDuration: SpecialCasting Time: 8Area of Effect: SpecialSaving Throw: Neg.

This horrible spell causes one of thevictim�s own limbs to instantly become amindless, hairy black spider. The spidertwists about and starts eating the vic-tim�s flesh, doing 1-2 points of damageper round. Anything worn or carried bythat limb drops away.

The victim is allowed an initial saveagainst the spell. If it fails, only a removecurse in tandem with a polymorph spell,or a limited wish or more powerfulmeans, will end the condition. (A dispel

magic will be effective only if cast within 2rounds of the touch that confers thedeath spider condition.) The afflictedlimb may be severed and burned todestroy the death spider. If done within around of its creation, only a hand or footwill be lost (with accompanying 1d4 + 1hp, System Shock roll, and loss of thelimb�s mobility and abilities). If left untillonger, the entire limb will have to go,with the loss of 1d12 + 4 hp and a SystemShock Roll.

A death spider never has a poisonousbite or other spider powers, but if un-checked, it will inexorably consume itsentire host.

One day after the host is entirely eaten,the death spider will exhibit the web-spinning, venom, and other spells of thespider type it resembles, and become agiant-sized spider of that type.

The material components of this spellare a small live spider of any sort, a dropof the digestive juices of any creature, anda tooth (from any source).

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Ninth-Level Spells

Black Blade of Disaster(Evocation, Conjuration/Summoning)

Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:

10�/levelV,S1 round/level6SpecialNone

This spell enables the caster to create ablack, blade-shaped planar rift. It movesabout as the caster wills, providing thecaster can see and concentrate on it, at arate of up to 90�/round. If the casterceases concentration on the effect at anytime, the blade collapses into nothing-ness at the end of that round.

A black blade of disaster can cutthrough prismatic walls and spheres,walls of force, and all other knownmagical barriers, including an anti-magic shell.

Such a blade can also be used to strikein battle, twice per round (it has the sameTHAC0 as its caster). A black blade does1-12 structural (or hull) points of damage(1d12 x 10) to inanimate objects that donot bear dweomers. If walls have spellsupon them, consider them magical barri-ers (see above).

Against creatures, a black blade does2d12 points of damage per strike, attackstwice per round, and absorbs all magicalattacks and effects directed at it. Anyonetrying to seize or physically attack it isaffected as if struck by the blade.

If the caster rolls a natural 20, theblade causes the victim to disintegrate.Nothing short of a wish will restore acharacter destroyed in this fashion.

PRIEST SPELLS

First-level Spells

Spider Climb (Alteration)

Sphere:Range:Components:Duration:

NecromanticTouchV,S1 round + 1 round/level

Casting Time: 1Area of Effect: Creature touchedSaving Throw: Neg.

The version of spider climb used by drowpriestesses is a slight improvement overthe widely-known wizards� spell.

Bare hands and feet are required, andthe affected creature moves at MV 9 (6 ifat all encumbered). Movement is silent,unless loose rock, etc. is dislodged. Ob-jects that weigh less than 1 pound willstick to the affected being�s hands andfeet for the spell duration, making certaintypes of spellcasting virtually impossible.The effect can be prematurely ended bythe caster, by pronunciation of a word (ifthe affected being is not the caster, thecaster must be within a range of 10�/levelfor the word to have any effect).

Sufficient force will tear a spider climb-ing being away from the surface he isclinging to; the DM must determine whatoccurs according to the situation.

Unlike the wizardly equivalent of thisspell, no material components are re-quired. If the caster is the recipient of thespell, its duration can be (by silent will)stopped and started; i.e., a climber whoreaches a ledge can �turn off� the effectand sleep, cast other spells, and engage inother activities, �turning on� the spiderclimb later in order to climb down.

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This option is not available to recipientcreatures other than the caster. Suchbeings must be touched for the caster totransfer the magic to them. This can bedone at any time during the life of thespell�i.e. a priest can spider climb for atime, touch another being, and by willtransfer the remaining time of the abilityto that other being. If a being is unwillingto be affected, a saving throw vs. spell isallowed, to negate the effect (this ends thespell immediately).

Spidereyes (Alteration)

Sphere: AnimalRange: SpecialComponents: V,SDuration: 1 round/levelCasting Time: 1Area of Effect: SpecialSaving Throw: None

This spell enables a priest to temporarilysee through the eyes of any living arach-nid, which must be touched. Unlike thewizardly version of this spell, a priestrequires no other material components.Other than this, it is the same as thewizard spell spidereyes.

Second-Level Spells

Darkfire (Alteration)

Sphere: ElementalRange: TouchComponents: V,S,MDuration: 2 rounds/levelCasting Time: 2Area of Effect: One fire sourceSaving Throw: Special

This magic was developed for use inrituals of worship to Lolth, but has sincebeen adapted into an offensive battle-spell. It requires the same �material com-ponents� as a normal fire. The spell mayeither transform a normal fire, or igniteunlit fuel into darkfire.

Darkfire gives off no light at all, al-though creatures with infravision seedarkfire as a brighter signature thanregular flame. All of its combustion isbent to producing heat and �wild magic�energy, which it does very well: contactwith a brazier or hand-lamp of darkfiretypically does 2d4 hp of damage (plus,flammable items or garments worn orcarried by the target must make savingthrows against magical fire).

In battle, darkfire usually emanatesfrom 1-2 of the caster�s limbs, as desired.It does not harm the caster at all, exceptto burn away clothing it touches. A blowfrom a flaming limb typically does 1 hp ofphysical damage, and another 1-8 hp ofburning damage.

Darkfire from a flaming arm can bewilled into handfuls, and thrown: 1 �ball�per round, attacks as if caster werestriking directly, 10� range. Throwndarkfire does 1d3 hp damage plus 1 pointper level of the caster upon striking�andthe DM should note its flammable effectson wherever it lands, in the event of amiss. �Missed� darkfire rages where itlands for 1-2 rounds before burning itselfout.

Fire resistance of all sorts is onlypartially effective against darkfire; thesaving throw bonuses normally conferredby such magic are only half as effective,and any damage reduction is also halved.(In any case where total immunity usuallyapplies, a saving throw vs. spell is re-quired to escape all darkfire damage.)

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Mindtouch (Divination)

Sphere:Range:

Divination5 yards/level, 90yards maximum

Components: V,S,MDuration: 1 turn/levelCasting Time: 1 roundArea of Effect: One creatureSaving Throw: Neg.

Similar to the wizards� spell ESP, amindtouch allows the caster limited con-tact with the minds of nearby livingcreatures. Surface thoughts can be read,but no mental influencing or direct com-munication is possible. Unintelligentcreatures will yield only emotions andinstinctive thoughts.

Undead and creatures without minds(as we know them) cannot be contactedby this spell. Contact can be broken or

initially foiled by any thickness of lead,two or more inches of any metal otherthan lead, or two or more feet of rock.

One creature per round can be probed;the priest can freely switch the �listening�from one being to another. The priest caneven engage in spellcasting or activitiesrequiring intense concentration withoutending the spell�but any round in whichthe priest does not concentrate on thethoughts of a being is a round wasted.The spell�s time until expiry �keeps run-ning,� and without concentration, noth-ing will be read.

The caster can use the spell to helpdetermine if a creature lurks in ambush;even if no thoughts can be read, thepriest can �feel� the presence of a mind,and gain some idea of its current state(agitated, active, damaged, at rest, and soon). Even a clear thought-reading will not

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always reveal what sort of creature isbeing read.

The priest�s holy symbol is the materialcomponent of this spell.

Third-Level Spells

Continual Faerie Fire (Alteration)

Sphere: WeatherRange: 120 yardsComponents: V,MDuration: PermanentCasting Time: 6Area of Effect: 12 sq. feet/level,

within a 70-footradius

Saving Throw: None

This spell allows a priest to permanently�paint� an object with pale glowing light.This radiance may be of any hue desired(amber, green, red, and ale-brown seemmost popular, in that order, althoughadventurous clerics sometimes employeven more exotic hues).

The area can be of any size up to thepriest�s limitations, but must be continu-ous: a row of coin-sized patches of lightwould require a row of spells, whereas aribbon of light in the same area could becreated with a single spell. In this man-ner, large glowing murals are drawn onthe walls of some drow structures.

In addition to its artistic uses, contin-ual faerie fire is quite sensitive to life-energy. Undead creatures, however dis-guised, radiate an aura of blacknesswhen limned with continual faerie fire(this does not extend to evil beings fromother planes turnable by high-level cler-ics, only to �true� undead).

All beings and objects possessing adweomer radiate an additional, flickering

white aura, concentrated around themagic they bear� e.g. a sword or potionflask. The entire person of a polymor-phed being glows, as does the entireextent of any illusion. Spellcasting ormagical item activation within the radi-ance of a continual faerie fire is accom-panied by tiny, winking white motes oflight. Note that aura-effects are cumu-lative; an undead imbued with spell abil-ity or disguised by an illusion would havea black aura, haloed with a flickeringwhite one. The magic that animates someundead is part of their essential nature,and so would not cause a white auraunless they also bear some special magi-cal item or cast dweomer, or are them-selves engaged in spellcasting or thedischarge of spell-like natural powers.

The radiance does not harm undead ordark-dwelling creatures, and never ap-proaches the intensity of sunlight, butcreatures using normal vision can attackand function as if in normal light. Theradiance does not alter or damage objectsor creatures within its area of effect inany way. Moving objects and creaturesretain a glowing outline for 1 round afterthe round in which they leave the lit area.

The material components of this spellare a piece of foxfire, a drop of water, apinch of ashes, and a pinch of bone dust.Dispel magic ends this spell�s effectforever. It operates independently of mag-ical light and darkness, functioning as ifneither existed. Within areas of brightlight, the winking white lights of magicaloutlines are hard to see, and the outlinesaround beings and objects appear as afaint fuzziness around the perceivededges of the outlined form.

This spell is most often used to illumi-nate temples or other important build-ings. Outside cities, drow most often use

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it in the Underdark to illuminate areas spellweb to dissipate in 1 round, bywhere slaves of surface races must work, utterance of a particular command word.and to mark trails, landmarks, or borders A spellweb covers a maximum area of(often with coded hues). 70 cubic feet. Creatures caught within

the area of a spellweb, or who subse-quently touch its gluey fibers, become

Spellweb (Evocation) stuck fast. Anyone in the area of effect ofa spellweb as it forms must save vs. spell

Sphere: Creation at -2. If the saving throw succeeds (andRange: 5 yards/level space permits), they have managed toComponents: V,S,M jump free of the forming spellweb. If theDuration: 1 turn/level surroundings make this impossible, theyCasting Time: 3 are not entitled to a saving throw.Area of Effect: Special Engulfed creatures of less than 13Saving Throw: Neg. or 1/2 Strength are trapped until the spell wears

off or they are freed by another creature.A spellweb is the priests� equivalent of Creatures of 13 to 17 Strength canthe wizardly web spell. The spell creates a break through one foot of spellwebmany-layered mass of strong, sticky strands per round. Creatures of 18 orstrands similar to spider webs but far greater Strength can break through twolarger and tougher. The spellweb must feet of webs in a round.be anchored to two or more solid and Creatures that are of Huge or largerdiametrically opposed points (such as size, and possess a motive strength andfloor and ceiling or opposing walls), or the bulk normal for their size (i.e. a giantspellweb collapses on itself, and disap- slug), can brush through 10 feet of webspears. per round.

A spellweb always glows with an eerie Missile fire is generally ineffectivegreenish luminescence when forming; it against creatures trapped in webs. Crea-fades to white as it dwindles in intensity. tures stuck on the outside of a web areAt the caster�s option, the completed reduced to AC 10 (9 if they currentlyspellweb can be lightless, or can glow possess either Strength or Dexteritywith a very faint pearly radiance, aiding scores of over 15; 8 if both ability scorescreatures in locating it. Once this deci- exceed 15).sion is made, it cannot be changed. Spellweb strands are readily flamma-

Priests of all levels can feel when any ble. A magical flaming sword can slashspellweb they have cast is disturbed, them away as easily as a hand brushesdamaged, or expires. This tenuous link- away cobwebs. Any fire�such as a torch,age does not cause the priest any pain, flaming oil, or candle�will set a spellwebnor can it be used by any known creature alight. It burns away in a single round,as a way of contacting or otherwise freeing trapped creatures amid muchharming the caster. The caster can�t choking smoke (no harm, but reducescause the spellweb to melt away before visibility enough to cause -2 on allits expiry until 9th level, whereupon the attack rolls for the round following thecaster gains the ability to cause his spellweb's ignition). All creatures within

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or stuck to a flaming spellweb take 2d4points of damage from the flames, erethey are freed.

The material components of this spellare the priest�s holy symbol, a crystal ofany size and type (e.g. a diamond or a tinygrain of sugar or salt will serve equallywell), and a piece of spider web.

Giant Spider (Alteration)

Sphere: AnimalRange: 20 yardsComponents: V,S,MDuration: 3 rounds + 1 round/

levelCasting Time: 2 per arachnidArea of Effect: One arachnid/levelSaving Throw: None

This spell enables a priest to turn one ormore normal-sized arachnids into giantspiders (see �Spider� entry in the VolumeI of the Monstrous Compendium). Unlikenormal giant spiders, the bite of thespiders created by this spell is not a fatalpoison; instead, failure of the poison saveresults in the victim being stunned (noattacks or deliberate activities) for oneround, and slowed for the rest of the spellduration.

This spell only affects arachnids; in-sects, crustaceans, and other similarsmall creatures are unaffected. The mate-rial components of the spell are thepriest�s holy symbol and the arachnids tobe transformed. They must be alive andrelatively unharmed, and their numberslimit the number of giant spiders ahigh-level priest can create.

Even if a spider is normally poisonous,or the arachnid is a non-spider of somesort, the spell transforms them into aGiant Spider as described above. They

will be unable to spin webs, but canreadily navigate in existing webs (eventhe sticky strands of web or spellwebspells).

If spellcasting is interrupted for anyreason, or the �normal� spiders usedalready bear a magical dweomer (e.g. theyare other creatures polymorphed intospiders), the spell is ruined. They arefreed from arachnid-form by the attemptto use them in a giant spider spell, andthe would-be caster is stunned (unable tothink or act coherently) for 1 round.

Venom Immunity (Necromancy)

Sphere:Range:Components:Duration:

GuardianTouchV,S1 round + 1 round/level

Casting Time:Area of Effect:Saving Throw:

3One creatureNone

This spell affects the caster or onetouched recipient creature. It renders therecipient immune to the effects of alltoxins for the duration of the spell.

Poisons foiled by this spell are perma-nently neutralized; they cannot later af-fect their target, if still present when thespell wears off. Later attacks with thesame poisons, however, would have nor-mal effects: unlike a medicinal antidote,once the magical immunity expires, itleaves no trace resistance.

Unlike the more powerful neutralizepoison, this spell has no effect on poisonsalready present in the victim. It will foil apoison that first contacts its victim in thesame round that the victim receives avenom immunity spell.

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Fourth-Level Spells

Attunement (Alteration/Necromancy)

Sphere: GuardianRange: TouchComponents: V,S,MDuration: SpecialCasting Time: 1 roundArea of Effect: 1 creatureSaving Throw: None

This spell enables the affected being tosafely use the magical powers of houseinsignia, and all other items bearing thesame House identifier as part of theirenchantment. Attunement also allows abeing to pass the traps and wards ofHouse defenses without harm.

The spell places knowledge of how towield insignia powers in the recipient�ssubconscious mind�but does not iden-tify any of the powers, or give any idea oftheir nature and numbers.

The effects of this spell last until theinsignia�s accompanying curse (see thehouse insignia section of the �DrowMagical Items� chapter) is triggered, orthe attuned being is slain. The materialcomponents of this spell are the holysymbol of the caster, at least one drop ofthe recipient�s tears, and a tiny moon-stone or diamond (all but the holy symbolare consumed in the spellcasting).

Passweb (Abjuration/Alteration)

Sphere: NecromanticRange: TouchComponents: V,SDuration: 1 round/levelCasting Time: 4Area of Effect: One creatureSaving Throw: Special

Other than a shorter casting time, this isthe same as the 5th level wizard spellpassweb.

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Fifth-level Spells

Control Vapor(Alteration, Conjuration/Summoning)

Sphere:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:

Weather40�V,S,M1 round/level510�radius/levelhemi-sphereNone

This spell enables a priest to alter themovement rate and direction of naturalor magical smokes and vapors, includingbreath weapons, spells, and creatures ingaseous form. Within the area of effectthe caster is able to hold the vaporstationary or move it up to 10� per roundin any desired direction. If the vaporpasses out of the spell�s stationary area ofeffect, control is lost.

Creatures who are wind walking or ingaseous form get no saving throw to avoidthe spell�s effects. They are in completecontrol of the caster. Creatures able tofreely leave gaseous form can still do so,but at half the usual rate. Clouds ofinsects and other swarming lifeformsamorphous-form but non-gaseous beingsare not affected by this spell.

Drow primarily use this spell to funnelfresh air into remote caverns, not forbattle purposes.

Summon Spider(Conjuration/Summoning)

Sphere:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:

Animal60 yardsV,S,M4 rounds + 1 round/level5SpecialNone

Other than the shorter duration andcasting time, this is the same as thesixth-level wizard spell summon spider.Also, no material components are neededfor this version.

Undead Regeneration(Necromancy) Reversible

Sphere: NecromanticRange: TouchComponents: V,SDuration: InstantaneousCasting Time: 5Area of Effect: One undeadSaving Throw: None

By means of this spell, the priest can�heal� an undead, restoring to its unlife anumber of hit points equal to 1d6 plusthe caster�s level. Gaseous and intangibleundead can be �touched� by a casterreaching into the space they occupy. Thespell prevents normal undead attacks oreffects of contact with undead from af-fecting the caster.

The reverse of this spell, drain un-dead, inflicts a like amount of damage.Undead �drain� damage is not gained ashealing or extra hit points by the caster.The same protections against undead

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powers are given to the caster as undeadregeneration confers.

Only undead can be affected by eitherversion of this spell.

Sixth-level Spells

Spider Bite (Evocation)

Sphere: CombatRange: TouchComponents: V,SDuration: SpecialCasting Time: 4Area of Effect: Target creatureSaving Throw: None

Also known as venom bite, this spellconfers the poisonous biting ability of aspider to the caster. A successful attackroll is required to administer the poison,and the caster can only bite exposed orclothed flesh (armor is right out). Thenumber of times the bite has venomeffects, and the power of those effects,depends on the caster�s level:

11-13: one bite only; Poison Type B.14-16: one bite only; Poison Type C.17-18: one bite only; Poison Type D.19-20: two bites; Poison Type D.Over 20: two bites; Poison Type E.

The effects of these poison types aredetailed on page 73 of the DungeonMaster�s Guide, in Table 51.

Spider bite can be saved for hours ordays after casting, as long as the casterundertakes no subsequent spellcastingduring this time.

A bite delivered, successful or not, isconsidered to �use up� the magic. Victimsreceive a saving throw vs. poison at -3 toavoid the bite effects. A successful saveagainst one bite attack has no influenceon later saves by the same victim, againstthe same or another spider bite caster.

For the entire time this spell is in effect,the caster is protected as if by a neutral-ize poison spell.

Seventh-level Spells

Repulsion (Abjuration)

Sphere:Range:Components:Duration:Casting Time:Area of Effect:

Guardian10 yards/levelV,S,M1 round/2 levels7Creatures in a 10-foot-wide path

Saving Throw: Neg.

The priestly version of the repulsion spelldeveloped by the drow differs slightlyfrom the magic familiar to surface-dwell-ing wizards.

The priest must be able to confront thecreatures to be affected�he must seethem, and be seen. As the casting ends,flickering black flames seem to emanatefrom the caster, streaming outward todefine the pathway of effect.

Repulsion forces creatures in its pathto move directly away from the caster, attheir normal movement rates. The castercan pick a new direction each round, inany direction desired,

Creatures who fail their save retreat fora complete round, even if this takes thembeyond spell range. This spell is noteffective against drow or creatures ofchaotic evil alignment �but other sorts of

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evil creatures will be affected.The spell ends instantly if the caster

undertakes any other spellcasting, intri-cate action, or hand-to-hand combat. Thematerial components of this spell are thepriest�s holy symbol, a miniature swordblade (or normal dagger or knife), and aflame, spark, hot coal or ember.

Elminster notes that drow are skilled atmagic, and constantly devise new spells!Adventurers, be warned!

Designs used by House Aleanrahel

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This chapter details a number of impor-tant magical items used by drow. Somehave been created and used by surface-dwellers of several races; drow have beenknown to seize not only magical items, butthe wizards who created them, duringnight raids on The World Above. Otheritems are unique creations of the drow.

Several of the methods of making itemsmay indeed date from that long-ago timebefore the Descent, when drow dwelt inThe Lands of Terrible Light. Whatevertheir origin, all of the items in thischapter are known to be in current use bydrow�and the secrets of their making tobe possessed by some.

With each item�s entry, experience-point values and suggested gold piece salevalues appear. The former apply only tothe creation of such items, not theirpossession. The latter are guides for DMsto use in valuations, where desperate PCsmust part with items�magical itemsmore powerful than potions and scrollsare not sold openly to anyone, anywherein the Realms.

Items appear in this chapter in the sameorder as in the Dungeon Master�s Guide.The only exceptions to this are DrowClothing and house insignia. When usingthe Magical Item Tables therein to deter-mine drow treasures, put these items at 12and 13 on the tables, moving the normalresults for those numbers to 20.

Drow magic is as energetic and ad-vanced as the researches of surface-dwelling mages. New magical item inven-tions are frequent, and such items areusually deadly offensive weapons.

Drow Clothing

The radiations of many areas in theUnderdark alter and augment certain

specially-crafted items of drow garb.These include the cloaks and boots wornby most drow. The cloaks, known aspiwafwi, are fire-resistant (+6 on thewearer�s saving throws vs. fire). Bothcloaks and boots are 75%-effective equiv-alents of cloaks and boots of elvenkind,detailed in the DMG.

The non-encumbering, black meshadamantite-alloy armor worn by almostall drow warriors encountered (equiva-lent to chain mail +1 to +5), and thebucklers many of them use (which carry amagical bonus of +1 to +3), are alsoimbued with their abilities thanks to thestrange radiations of the Underdark.

While these items perform as if theywere magical, they do not in fact beardweomers. The reasons for this are dis-cussed in the �Drow Craftwork� chapter.Experience values are therefore not givenfor crafting these (PCs would have tospend years learning to make such itemsin radiation-strong, drow-controlledareas of the Underdark). Resale values forseized items tend to be 1,000 gp percloak, buckler, or pair of boots, and 2,000gp per suit of armor. Double value is givenif the items are known to have never beenremoved from Underdark radiations, and1,000 gp more for high-bonus armors.

Potions

Potion of Magic Resistance: Drow babesand infants have a weak, fluctuatingnatural magic resistance (from 02-40%;roll 2d20 to determine resistance on agiven round). To protect their children,drow alchemists long ago devised a po-tion whose battle use has spread amongthe race.

Usable by drow and all other creatureswho drink of it, whether or not they have

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a natural magic resistance. One quaff ofthis potion affords a being 2d4 rounds ofaugmented magical protection, equal tod6 x 10 + d8 x 1% (i.e. roll 1d6 for �tens,�and 1d8 for �ones�). If the imbiber pos-sesses magic resistance (of any sort)already, the effects of the potion tempo-rarily replace that resistance (not aug-ment it).

This potion cannot increase magic re-sistance above 96%, and its protectioncannot be extended past 2d4 rounds. Aflask can contain up to four doses, butany being affected by this potion cannotbe further aided by it (or another draughtof the same sort) for 2d4 turns. If thebeing imbibes additional doses, they willsimply have no effect �although theirtaste and the slight tingling of the nervesthey produce is identical to the sensa-tions they give when working.XP Value: 500 Suggested GP Value: 1,000

Scrolls

Drow use scrolls more often than surface-dwellers. House wizards and high priest-esses seldom risk themselves on patrols,but often prepare scrolls to strengthentheir underlings. If the scrolls are mis-read, the unfortunate underling isblamed (often posthumously).

All of the spells known to humanspellcasters appear on drow scrolls, espe-cially dispel magic and those that alterstone or earth. There are also scrollsunique to drow magic, one of which isdetailed here.

Protection from Earth and Stone: (Read-ing time-2) A protective sphere 20� indiameter is centered on the reader. Earthand stone falling into this sphere areslowed, as if by a feather fall spell, and

come to rest gently, doing no damage tothings they strike. They are weightless,and can be redirected even by fingertippressure.

If the reader moves, the sphere moveswith him. All beings within the spherecan move at normal speed, but are them-selves protected by a feather fall effect,and can fall great distances withoutharm. Objects not in contact with a livingbeing lose this effect, and can be hurledor dropped to strike with their usualforce.

These scrolls are customarily used bydrow patrols to escape the effects ofcave-ins. The protection of this sort ofscroll lasts for 3d4 rounds. XP Value:2,000 Suggested GP Value: 10,000

Rings

Ring of Anti-Venom: This ring is or-nately carved from horn, tooth, or bone. Itgives the wearer immunity to all poi-sons�ingested, insinuative, contact,and gaseous. Each time a saving throwvs. poison is required, it automaticallysucceeds, draining 1 charge from thering.

A ring of anti-venom is created with2d10 charges, and may be recharged by acleric of 12th or higher level. Attempts toincrease the efficacy of the ring beyond 20charges always result in its shattering. Ifthe ring�s charges are exhausted, it in-stantly crumbles into useless dust. XPValue: 2,000 Suggested GP Value: 10,000(assumes full charges; deduct propor-tionally if lesser power is known to bothvendor and purchaser)

Ring of Arachnid Control: The wearermay control one giant or 10-40 normal-sized arachnids of any type. This in-

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cludes beings who have magically as-sumed any arachnid form.

Arachnids are not allowed a savingthrow unless they have an intelligence of3 or greater (polymorphed charactersreceive the best class-related savingthrow available to the character).

The wearer must be able to see thearachnids to control them. Control lastsas long as the wearer maintains visualcontact, concentrates on the arachnids,and does not engage in spellcasting orcombat. (The wearer may move slowly ifdoing so does not break the line of sight.)When the wearer stops concentrating,the arachnids are free to run away orattack. The effects of this ring are other-wise identical to those of a ring of mam-mal control (see DMG). Like that ring,this one has charges. One charge isexhausted per activation. The ring willhave 10d10 charges when created.

The ring can be activated once perhour. It can be used for up to a full turn,but if concentration is broken, the ring�spowers cannot be called upon again untilan hour has passed.XP Value: 1,000 Suggested GP Value:4,000

Rods

Rod of Tentacles:

The construction of these fell items is asecret held by drow who worship Ghauna-daur (see the chapter on �Drow Religion�),but apparently involves animate object,enchant an item, permanency, and somesort of monster summoning.

Tentacle rods are of various types, butall are 2�-long, dark rods with a thickenedhand-grip at one end, and either three(lesser rods), six (greater rods) or seven

(master rods) 8�-long tentacles at theother. These life-like arms reach andwrithe of their own accord when the rodis used as a flail. The color of the tentaclesdenotes the type of tentacle rod.

These rods function in the hands ofpriests of any evil alignment, and thenonly if a specially enchanted ring ofcontrol is worn as well. Such a ring cancontrol any tentacle rod of the type it islinked to. If a control ring is not worn, atentacle rod exhibits none of its specialpowers, and functions only as a magicalflail doing 2-5 hp damage (no bonuses).

No saving throws are allowed againstthe special effects of these weapons.

Lesser Tentacle Rods:

Purple: When wielded in an attack, eacharm attacks the same target at THAC0 13,inflicting 3 points of damage. If all 3 armsstrike the target in a round, the victimtakes double damage (18 hp) and isslowed for 9 rounds. If struck by all threearms again during the slowed period, thevictim is slowed for 9 rounds after thelatest strike: the slow time is not cumula-tively extended by each triple-strike. Con-trol ring: rune-carved hematite (materialvalue 500 gp). XP Value: 3,000 SuggestedGP Value: 15,000

Red or russet: This does the same damageas a purple rod, but its triple-strike causestotal weakness in the victim�s right or leftarm (whichever takes the brunt of theattack: determine by situation or ran-domly). The limb cannot be lifted, or usedto strike, grasp, or carry things, for 9rounds. Control ring: rune-carved rhodo-chrosite (material value 500 gp). XP Value:3,000 Suggested GP Value: 15,000

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Yellow: Does the same damage as apurple rod, but its triple-strike dazes anopponent for 9 rounds, causing -1 onattack rolls, and preventing the concen-tration necessary for spellcasting (magi-cal items can be wielded and commandwords spoken). Control ring: rune-carvedlapis lazuli (material value 500 gp). XPValue: 3,000 Suggested GP Value: 15,000

Greater Tentacle Rods:

Amber: The arms attack at THAC0 7,inflicting 6 points of damage each, andmay be directed at multiple targets. If 3arms strike the target in a round, thevictim is numbed and attacks at -4 forthe next 3 rounds. If all six arms hit asingle target, that victim is soul-burned,bursting into flame for 1 round, andsuffering 4d4 damage, 1d6 of which is apermanent loss of hp (all worn or carrieditems must save against �magical fire�).Control ring: carved ruby set with acabochon piece of amber (material value12,200 gp). XP Value: 5,000 SuggestedGP Value: 20,000Black: Attacks and deals damage as anamber rod, but if all six arms hit a singletarget, that victim is soul-chilled, taking6d6 hp of internal cold damage, 1-8 ofwhich is permanent. The victim is alsoslowed for 6 rounds. Control ring: obsid-ian set with a black opal (material value2,500 gp). XP Value: 5,000 Suggested GPValue: 20,000Jade: Attacks and deals damage as anamber rod, but if all six arms hit a singletarget, that victim is feebleminded (asthe spell; effects last until a heal, wish orlimited wish applied). Control ring: jadeset with a diamond (material value 5,500gp). XP Value: 5,000 Suggested GP Value:20,000

Violet: The arms attack at THAC0 7,inflicting 6 points of damage each, andmay be directed at multiple targets, if anyare within adjacent reach. If 3 arms strikethe target in a round, the victim isblinded and attacks at -4 for the next 3rounds. If all six arms hit a single target,that victim is blinded for 6 rounds, andloses 1 point of Dexterity for 2-5 years (aproperly-worded limited wish or a resto-ration will restore this loss, but a heal,regeneration, dispel magic, or removecurse will not). Control ring: amber setwith an amethyst (material value 2,500gp). XP Value: 5,000 Suggested GP Value:20,000

Master Tentacle Rods

These extremely rare items have sevenmulti-colored tentacles, one of each hueof the other types of tentacle rods. Thearms attack at THAC0 4, inflicting 10points of damage each, and may bedirected at multiple targets, extendingwith lightning speed to 16� in length, andretracting an instant after striking. If 3arms strike the target in a round, thevictim is robbed of 1-4 senses for the next6 rounds. If all seven arms hit a singletarget, that victim is simultaneously af-fected by any two six-arm effects of agreater tentacle rod chosen by the rod-wielder. Control ring: carved malachiteset with a star sapphire (material value6,500 gp). XP Value: 7,500 Suggested GPValue: 25,000 (All tentacle rod sale valuesassume that a control ring for the sametype of rod is included; otherwise, deduct75% of the given price.)

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Staves

Staff of the Abyss: This ornately-carvedstaff of leather-like horn is inscribed withfell black runes and vile images of fanged,many-tentacled cruel horned monsters. Itis topped with a many-horned skull withgrim, interlocking fangs. Whenever aspecial function of this staff is used, twoamber flames appear in the eye sockets ofthe skull, and blaze for 5 rounds.

A strike from this staff inflicts 4-24points of damage, which may be healedonly at the rate of 1 hp per day (magicalcuratives cannot hasten this rate). If anycreature of good alignment touches thestaff, the staff deals this damage.

The wielder of a staff of the abyss cancause fear in any creature touched (saveat -6); this power may be combined withan attacking blow, but is not automatic�the wand-wielder must concentrate onthe effect.

The staff also has two special func-tions, each of which are usable only onceper day.l The staff-wielder may summon a vrock

from the Abyss once per day (it willremain for 1 turn, unless slain ordismissed by the staff-wielder earlier).The summoned vrock will not attackthe staff-wielder, and will obey him tothe best of its ability. If the vrock isslain while serving the staff-wielder,the staff transforms the wielder into areplacement vrock, who is sucked intothe staff, to serve its next wielder!The vrock is AC -5; MV 12, Fl 18 (C);

HD 8; #AT 5; Dmg 1-8 x2 (foretalons)/1-4 x 2 (rear talons)/1-6 (bite) +7 (strengthbonus); THAC0 13; SA: spores, screech,first attack, dance of ruin; SD: spell-likepowers, +2 or better weapons to hit,never surprised; MR 70%; AL CE; MC8

(�Tanar�ri, True�Vrock�). The sum-moned vrock will always attempt its nor-mal gate; Abyssal creatures brought inwill ignore the staff-wielder, but obey thevrock.

The vrock resembles an upright, man-like taloned vulture. In aerial combat,they like to rake from above with theirrear talons, wounding an opponent�swings (if any), or sending their targettumbling end-over-end in the air. Theyhave a natural strength of 19, and fight inperfect coordination with others of theirkind.l The staff-wielder may also transform

himself into a glabrezu for 5 rounds.The intelligence and awareness of thestaff-wielder is retained, and the trans-formation heals 10-60% of current hpdamage each time the change is made(once from wielder into glabrezu, andagain when the change back is made).The change back is involuntary, notrequiring that possession of the staffbe maintained.The glabrezu - form is AC -7; MV 15;

hp (and saving throws) as in real form;#AT 5; Dmg 2-12 x2 (pincers)/1-3(claws) or by weapon x 2/2-5 (bite);THAC0 11; SA: grab; SD: spell-like pow-ers, +2 or better weapons to hit, immuneto non-magical attacks; MR 50%; AL as inreal form (but strong urges toward cru-elty, destruction, and violence will befelt); see MC8 (�Tanar�ri, True�Gla-brezu�). Unlike a real glabrezu, the trans-formed staff-wielder cannot gate in anyAbyssal creature, or plane shift itself.

The glabrezu-form resembles a 15�-tallbiped with russet to black hide, a dog-likehead with bat-like ears, penetrating violeteyes, and fangs. Two humanoid, muscu-lar arms end in pincers like those of agiant crab or lobster, and below these,

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another two arms end in wicked claws,which are able to wield weapons, tools,and small items as a human would.

The effects of the form�s spell-like pow-ers cannot last beyond the 5-round pe-riod. Moreover, the staff-wielder can use aspecial defensive power in the first roundof glabrezu-form, but does not mastercontrol of the offensive special powersuntil his second round in the new form.This type of staff may be used by anynon-good intelligent being able to graspit. XP Value: 10,000 Suggested GP Value:50,000

Wands

Spider Wand: This foot-long, taperingstick of smooth, plain wood contains5d10 charges when first created. It hastwo powers, each of which costs 1 chargeper use. One power may be used perround.

A spider wand may project a silverystrand of weblike material, which acts asa rope of entanglement (detailed in theDungeon Master�s Guide). The webbingvaporizes after 3 rounds.

A spider wand may also be used as astriking weapon in combat. If it hits anyopponent in a round in which it has notcast a web, the being struck must save vs.poison or fall dead in 1-2 rounds.

The wand can be wielded by charactersof any race, class and alignment, and canbe recharged by any priest of 9th orhigher level. If the wand�s charges areever exhausted, it changes into the huskof a long-dead spider, and then crumblesaway into useless dust. XP Value: 4,000Suggested GP Value: 20,000

Wand of Acidic Spheres: This foot-long,tapering stick of smooth, plain wood

functions only in the hands of wizards(including multi-classed characters), andhas 6d12 charges when created.

Each use drains 1 charge, and thewand cannot be recharged; it vaporizeswhen exhausted. The wand can be acti-vated once per round, firing a ball of acidin a straight line from its tip. The aciddoes 2d4 damage per round to whatever itstrikes, and lasts for 3 rounds (itemsmust make saving throws each round).

The ball of acid sinks into whatever ithits, doing no splash damage to sur-roundings. The acid ball strikes as if thewand-wielder was attacking with a mis-sile weapon (normal attack roll againsttargets within 40�, -2 against targets41-80� distant, and -5 against targets81-96� distant). XP Value: 3,500 Sug-gested GP Value: 20,000

Wand of Darkness: These wands arefashioned of ebony or carved and polishedbones; some of them have small, orna-mental claws at one or both ends. Il-lithids, denizens of the lower planes, andother creatures of evil appear to be at-tracted by the activation of such wands.Any intelligent, speaking creature of neu-tral or evil alignment can use a wand ofdarkness; creatures of any good align-ment cannot make it function, and suffer1-2 points of damage per contact (or perround of continuous contact).

These wands have 1d20 + 80 chargeswhen enchanted, and can be rechargedonly by powerful evil priests and wizardswho know the proper spells and proc-esses. When the wand is exhausted, itcrumbles to useless dust �and the limbof any creature holding it shrivels andbecomes useless (like a staff of withering;heal, regeneration, restoration or lim-ited wish spells will reverse this effect).

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The wielder activates the wand by acommand word, and then chooses one ofits four powers by silent act of will:l Darkness 15� radius, lasting 4 rounds

and centered on the wand-tip. Thewielder and anyone else touching thewand can see perfectly in this dark-ness. Cost: 1 charge.

l By touch, the wand can break a protec-tion from evil circle, or deal any crea-ture of good alignment 2-5 points offiery damage. Creatures immune tofire, or of neutral or evil alignments,are unharmed�but the charges arestill lost. Cost: 2 charges.

l Summon nightmare, with a 4 in 6chance of success (charges are losteven in failure). The evil �Dark Horse�appears in a harmless explosion ofcurling black smoke and brimstonestench in 1d3 rounds. It immediatelyknows and serves its summoner. It willnot attack him, and can be com-manded to fight, or carry a rider (on ajourney in the Prime Material Plane, orinto or through the Astral and EtherealPlanes). It serves for 9 rounds, andthen vanishes. If anyone is astride it atthat time, they are (DM�s choice, ordetermine randomly) flung off for pos-sible injury, or taken along on thenightmare�s return to its plane.The nightmare is AC -4; MV 15, F1 36

(C; D when mounted); HD 6+6; #AT 3;Dmg 4-10 x2 (hooves; x4 in aerialcombat)/2-8 (bite); THAC0 15; SA: canbreathe a smoking, hot 10�-radius spher-ical cloud once every 3 rounds of combatthat blinds all non-lower planar creatures(save vs. paralyzation to avoid effects) andcauses them to choke for 1-2 rounds,attacking at -2 and doing -2 on alldamage dice; SD: can fly or becomeastral or ethereal at will; AL NE. This

creature appears as a dead black, gaunt,fang-mouthed horse with a wild maneand tail, its eyes glittering red and itsnostrils and hooves emitting small, con-stant flames (at the DM�s option, thesecan force normal fire saving throws instruck or trampled flammable items).Cost: 3 charges.l Animate dead on a single creature of

up to 7� tall, creating a zombie, skele-ton or animal zombie (detailed in theMonstrous Compendium). The undeadcreature serves the wand-wielder for 6turns (unless destroyed earlier), andthen collapses. If it is still complete, thecorpse or skeleton can be re-animatedby spending another 4 charges.Incomplete skeletons cannot be ani-

mated, and existing undead (not createdby the wand) cannot be controlled, buteach attempt to do either will drain theusual charges. Cost: 4 charges.

In addition, 10% of these wands (theirvalues are given below in parentheses)can summon shadow when so ordered.This function has a 1 in 3 chance ofsuccess (2 in 3 if in deep caverns orancient ruins), and expends chargeswhether successful or not. The shadow(see the Monstrous Compendium) arrivesin 1d3 rounds, and will not attack thewielder or any other creature touchingthe wand (even if commanded to do so bythe wand- wielder). Cost: 4 charges. XPValue: 4,000 (4,500) Suggested GP Value:25,000 (30,000)

Wand of Viscid Globs: This unadornedmetallic baton possesses 1d20+80charges when created, may be used byany race or class of character, and can berecharged by a wizard of 7th or greaterlevel able to cast mending, web, item,

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extension I and enchanted weapon flask of ordinary wine is sufficient to freespells, in a long, complicated, and secret two glued areas (painfully if living flesh isprocess. involved). A saddle-skin of wine typically

When the wand is pointed and a com- holds the equivalent of eight flasks. XPmand word spoken, a blob of gummy, Value: 4,500 Suggested GP Value: 25,000sticky, glue-like, greenish-gray substance (assumes full charges; deduct propor-is fired from one end of the wand, up to tionately if lesser power is known to both60' away. It can fire one viscid glob per vendor and purchaser)round, at a cost of one charge per firing.

When it hits, the glob covers a circular Miscellaneous Magicarea about 5� in diameter. Items withinthat area are permanently bonded to each Bracers of the Blinding Strike: Theseother�hands to weapons held, arms to items appear as a pair of wrist or armshields, armor to bodies, etc. (an open guards. They radiate magic, and if wornmouth will be glued open, and speech by non-warriors, function as bracers ofprevented, but the victim will not suffo- defense, AC4 (detailed in the DMG).cate; the glob permits the passage of air). In the hands of a fighter, the deadly

A successful save against wands indi- potential of these bracers is realized. Acates that the target twists or dodges to being of any warrior class (includingsomehow avoid the glob. However, globs multi-classed characters) will benefitthat miss their intended target will hit from two additional powers: these brac-land either behind the target or on the ers add +1 to all initiative rolls, andfloor 10-60� beyond. thrice a day the wearer can employ the

The bond created by viscid globs is �blinding strike� power, which doublesextremely strong. Strong beings will tear his or her attacks in the round in whichtheir own joints apart before breaking the the bracers are activated. XP Value: 4,000seal. Creatures with an intelligence of 7 Suggested GP Value: 20,000or more will realize this. Those of 2-6intelligence must make a successful Intel- Driftdisc: This magically-animated, 6�ligence Check to avoid tearing themselves diameter disc is the silently-floating con-apart. veyance used to move in state around

Globs remain sticky and dangerous for drow cities. They are used only on impor-10 rounds after firing. Stray shots are tant occasions, in ceremonies, or ashazards, and �globbed� beings are dan- floating beds by the more eccentric drowgers to those trying to aid, avoid, or fight matrons.them. Stuck characters trying to hurl Driftdiscs are developments of a spellthemselves onto a foe may be hampered akin to Tenser�s floating disc (a magicalby inability to see or move freely. They effect known to be much older than themay even be prevented from moving at all mage whose name it bears), cast uponbecause their feet are glued to the floor! smooth-polished discs fashioned of aObviously, the DM must adjudicate these certain type of dark rock. These rocks,situations carefully. mined in the most radiation-strong areas

Luckily, viscid globs can be dissolved of the Underdark, are permeated with theby alcohol. The amount found in a belt- radiation and have the property of ex-

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ramming impact does 1d4 points of dam-age; if a victim is crushed between themand a hard surface (such as a rock cavernwall or structure), 2d6 damage per roundis dealt, even if the disc is moving slowly.Most drow matrons move their discsabout at half speed or less, slowing theiradherents and bodyguards to their ownpace.

Driftdiscs customarily float 3� aboveany nearby horizontal surface if left un-tended. They can be remotely navigatedby the wizard who enchanted them (1mile range; the wizard can �see� from therim of the disc, all around, as if by meansof a wizard eye spell), or by any beingwho casts a Tenser�s floating disc spell.This gives them control of the disc for 4rounds per point of intelligence.

Driftdiscs obey silent mental com-mands, are unintelligent, and have beenseen used as cargo carriers (often, theycarry corpses after a battle, or produceand goods purchased by a drow matronshopping in a market), grand �chariots,�elevators, or even firing platforms fortemple guards.

A driftdisc may be fitted with houseinsignia (see below). If so, all powers ofthe insignia can be used by (or against)beings carried by the disc, as if they wore

tending the effective time of some spellscast upon them (if the spells are appliedin an exacting, still-secret process).Driftdiscs maintain their dweomers for2d6 months. If exposed to sunlight, theylose their powers as drow clothingdoes (see the �Drow Craftwork� chapter).Most drow Houses have 1 or 2 suchconveyances.

Driftdiscs glow a faint pearly-white orwhite-with-a-greenish-tinge radiance.They are AC 3, MV Fl 16 (A), and will take4 HD of damage before shattering. Their

the insignia directly. (The values thatfollow do not include the value of a fittedinsignia.) XP Value: 3,000 Suggested GPValue: 15,000

Fire Elemental Gem: This gemstone ap-pears as a well-cut, faceted gem of pink,red, orange, or amber hue. It functions asa brazier commanding fire elementals,detailed in the DMG, save that the ele-mental may be summoned from anyexisting fire source.

No fire elementals will attack the bearerof this gem if it is prominently displayedto them, choosing to return to their ownplane rather than attack the wielder. Anyrace or class of being may employ thepower of this gem. XP Value: 5,000Suggested GP Value: 30,000

Floatchest: This uncanny item is merely astrongchest, casket, or open cargo-box ofstout wood. Flat, dark stones are built intofalse bottoms of such containers: stoneswhich carry animate object and levitatedweomers. These rocks are permeatedwith the radiations of the �hottest� radio-active areas of the Underdark, and main-tain their dweomers for 1d4 years. (Thespells are applied by a secret process; otherspells used on the rocks by experimentinghuman mages are also extended in effect,but none for nearly as long.) They losetheir powers as drow clothing does (seeabove, and in the �Drow Craftwork� chap-ter) when exposed to sunlight. A dispelmagic does not bring a floatchest down,but acts instead as a slow spell. (Multipledispel magics do not have a cumulativeslowing effect, nor will slow spells cast onthe chest or its handler have any effect onits rate of movement, unless the handlerdirects the chest beyond command range,as explained below.)

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Most drow noble Houses, temples andacademies have 1-6 such �floats.� Mer-chants accustomed to handling delicate,valuable or dangerous cargoes may em-ploy 1d8 floats in a caravan, or up to 3d4floats within a drow community. Floatsoften carry breakables, magic, weapons,or volatile cargoes, and may be navigatedabout by any being within 30� whotouches the float and utters a (usuallysecret) command word. The float thenobeys its handler�s silent mental com-mands until he or she gets out of range,or someone else touches the float andutters the correct command word,thereby transferring control.

A floatchest is unintelligent, and is AC6, MV Fl 14 (B), HD 2, no attacks ordefenses. If directed to ram, it can strikea man-sized being for 1 point of damage(2 points to halflings or smaller beings,and can bowl them over if circumstancesdictate and/or a Strength Check fails).Floatchests move in utter silence, andcan be camouflaged. Drow have some-times employed them in attacks, as dark-ened oil-pot bomb carriers�floatingthem over an enemy guardpost, and thenupending them, as flaming arrows orspells are cast. XP Value: 1,000 Sug-gested GP Value: 1,500

Jade Spider: Drow city gates, and theentrances to drow temples, vaults, andthe dwellings of rich nobles and powerfulwizards, are often guarded by giganticspider statues (usually in an enclosedarea between two sets of doors).

These animated stone constructs areknown as �jade spiders� because theirsharp-tipped mandibles and saw-edgedlegs are studded with a particular sort ofmagically-treated jade. Umber hulks arenauseated and repelled by the presence of

this substance, which is corrosive totheir scaly hides (double normal damage,per contact), and do not willingly ap-proach jade spiders within 60�, or try towin past them�the hulks almost alwaysretreat to hunt elsewhere.

Jade Spiders are typically AC 5; MV 10;HD 6+6; 54 hp (when created, theyalways have a full 8 hp/die); #AT 3; Dmg3-12x2 (legs)/2-8 (mandibles/bite);THAC0 15. They appear as smoothly-sculpted, fluidly-moving stone statues,usually about 15� high.

Jade Spiders are fearless, unthinkingguardians, who will carry out their as-signed orders (e.g. �let no one withoutthis badge or that insignia pass, unlessin the presence of a being displaying theproper symbol�) in the face of certaindestruction. They make all saving throwsas their creator would (i.e., a 16th orhigher level wizard).

Many drow know the secrets of jadespider construction, but drow communi-ties take care to keep this and othermagical secrets well-hidden. Only themost aged, infirm wizards are taught allthe details; they and their written recordstypically stay inside their wizardly acade-mies and inner House chambers untildeath or lichdom comes. It is known thatthe spells animate object, enchant anitem, geas, permanency, stone shapeand wish are involved, as well as certaintypes of stone. Most jade spiders are givenset commands to follow, but it is rumoredthat spells and devices exist that allowindividuals direct control over certainjade spiders in battle. XP Value: 10,000Suggested GP Value: 65,000

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Light Pellet: This nasty weapon wasdevised by drow for use against otherdrow, but can be used against othercreatures that employ either normal orinfravision. Victims are severely discom-fited and temporarily dazed by light asbright as sunlight.

Light pellets are simply small pieces ofglass, rock crystal, or igneous �slag� or�coke.� The cleric preparing the pelletscasts a continual light spell on such a�core piece,� and it is immediately rolledin fat or grease by a hooded drow assis-tant (or a slave, of a race not so harmed bylight). Once the pellet is thoroughlycoated, it is rolled in clay, which is thenslowly and gently baked hard.

Typically assembled in pouches of 3d4and kept hidden as House �special weap-ons� (alongside flash globes, poisonedtripwires and strangling-wires, and thelike; see the �Drow Craftwork� chapter),these pellets are simply dashed to theground by a masked or hooded drowoperative skilled in blind-fighting.

The clay shatters, falling away from thecore and its blinding light. Any unsus-pecting drow must make a save vs. spellto avoid being blinded (-4 to hit, and a4-point AC penalty) for 1d4 + 1 rounds.The DM should adjudicate the effects onother creatures according to their natureand the situation. XP Value: 20 (each)Suggested GP Value: 50 (each)

Lurker Cloak: This jet-black cloak ap-pears as a normal item until its commandword is spoken. It will fit drow and otherelves as a long cloak, and humans as ashort cloak, and can be used by creaturesof any class and race, of up to andincluding 9� in height (such as sometrolls).

The user and all of his or her worn or

carried gear then polymorph into alurker above (gaining form and move-ment only: AC 6; MV 1, Fl 9 (B); grayish,stone-like manta ray�not smotheringability). In an underground, stony envi-ronment, the lurker�s camouflage per-mits a 4 in 6 chance of surprise. Thispower may be activated only once per day,for up to two hours duration.

If an M-sized or smaller creature tries toride the lurker as an aerial steed, thelurker will be reduced to AC 8; MV Fl 4(D), and will descend MV 3 in each roundthat it flies strongly (MV 4) ahead�inother words, a character in lurker formcan ferry a clinging companion downfrom a clifftop or sheer drop, by crash-diving, and rolling at the last moment todump the passenger for a 20� or less fall(typically 2d6 impact damage). If thismanoeuver is attempted, both partiesmust make successful Dexterity andStrength Checks. If the passenger failseither, he or she falls in midflight. If thelurker fails the Dex Check, the passengerfalls, and if he fails the Strength Check,he plummets under the weight, and bothcrash-land.

A lurker can haul human-sized com-panions across a chasm (from one side toa ledge on the same level) of 20� width. Itwill drop 10� vertically for every 10� (orpart thereof) that the chasm is wider. XPValue: 2,000 Suggested GP Value: 12,500

Orb of Duo-Dimension: This small, blackorb is carved of rock or bone, and piercedwith many holes, on all surfaces exceptone (where the wielder holds it). Inside isa quantity of precious black powder�large flakes, actually, from the ashes ofburned drow. A single orb can holdenough powder for up to 30 applications.The orbs are created by wizards, but may

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be used by any intelligent being of any Spider Mask: This relatively rare drowrace and class who is able to hold an orb item is a velvet-black cloth face mask,and utter its command word. which has four spider-like, jointed wire

The command word of the orb allows �legs� protruding from each side of it. Itthe invisible magical force that seals the entirely conceals the face when worn, andholes to relax, allowing the flakes within confers 90� infravision to wearers havingto spill forth. none.

If they are shaken over any mammal When worn, it also automatically gives(including intelligent human, demi- free action in all webs both normal andhuman, and humanoid beings), that magical, and immunity to web spellcreature feels a strange tingling, and effects and the sticky entanglements ofwithin 1 round is affected as if by a viscid globs.wizard�s duo-dimension spell (detailed in A spider mask also allows a +5 bonusthe DMG). This condition lasts for 7 to saving throws against any sort ofrounds. arachnid poison.

These orbs are typically used in surface Any creature that has a head of lessraids and underground sneak attacks, than giant-size may employ a spiderwhere passage through extremely narrow mask; only wizards can make them. XPcracks is desired, without opening a Value: 1,500 Suggested GP Value: 5,000permanent, larger passage that enemiesmight use later. XP Value: 500 Suggested Walking Chest: These strange items areGP Value: 20,000 (assumes more than 20 strongchests or open cargo-boxes of stoutapplications held; deduct 1,000 per appli- wood, which have been mated to thecation if lesser efficacy is known to both magically animated, preserved legs of avendor and purchaser) dead giant spider.

The necromantic arts by which walk-Signal Speculum: This device is a simple ing chests are created remain secret, butmagically-heated metal plate, one side most noble Houses and drow temples andinsulated with heavy leather, and the academies have 2-5 such �crawlchests.�other bare. It is usually small enough to They carry food, messages, items, andfit into a belt pouch, and is used by drow cleaning supplies about, but must be(and other intelligent creatures used to directed by an individual wearing a con-employing infravision in dark surround- trol ring linked to the specific chest.ings) as a signaling device. (To a creature Any being wearing such a ring can byemploying infravision, the uncovered silent command move the chest about; itbare metal side appears to blaze brightly.) will precede or follow him, as long as heCreated by wizards or priests, this item remains within 40�. Control rings forcan be used by anyone. crawlchests are fashioned of plain silver,

Specula can also serve to warm chilled pewter, or iron.guards, wounded, or other immobile A crawlchest is unintelligent, and iscreatures, ease cramped or torn muscles, AC 5, MV 18 (can climb walls and grades,and even warm drinks, hands, or feet. XP and leap up to 16� horizontally), HD 2 + 2,Value: 50 Suggested GP Value: 75 no attacks or defenses. If directed to ram,

it can bowl a man-sized character over,

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striking for 1 point of damage (2 points tohalflings or smaller beings). XP Value:500 Suggested GP Value: 700 (assumescontrol ring included; sale price drops by90% without ring)

Adventurers have seen �crawlchariots�in battle. These are armored versions ofthe walking chest, fitted with harpoon-guns that fire lances and/or grapnel-ended lines. They may also sport pointedspikes to dissuade infantry attacks,rams, pincer-arms, or arms equippedwith rotating circular blades. Their intri-cate controls require training for compe-tent use�an enemy who leaps onto anactive crawlchariot and seizes its con-trols in battle is usually unable to influ-ence its activities. A magical broochusually takes the place of a control ringwith this device. XP Value: 5000 Suggested GP Value:10,000 (Like house insignia, crawlchari-ots are jealously guarded devices. Let thebuyer�and the seller�beware!)

Magical Weapons

Bolts of Power: Despite their collectivename, these weapons are magical dartsusable by all drow, and all characterclasses of other races except priests.These bolts are found in groups of three,each dart having a different function.The darts are identical in appearance,though an identify or similar spell candiscern their different functions. (The XPValues given below are per individualbolt.) They may be thrown (S to 10�, M 11�to 20�, L 21� to 40�) or fired up to 60� byhand crossbow (ranges: S to 20�, M 21� to40�, L 41� to 60�). All of these darts do theusual (1d3, 1d2 to L or greater-sizedcreatures) damage. They can function

within, and pass into, a globe of invul-nerability or related spells. They cannottake effect within an anti-magic shell�itprevents their functioning, and therebypreserves their magic for re-use. Theycome in the following types:

Dart of Screaming: If this dart misses aliving target, it does nothing, and may bere-used. If it hits, it emits a shrill,raucous shrieking noise. The screaminhibits the ability of the struck being tocast spells, and serves as an alarm that isimpossible to ignore. Since the dart pro-vides a sound with a precise location, itcan be tracked with ease. Even if the dartis removed, the noise accompanies thevictim for a full 9 rounds after the dartstrikes. XP Value: 100 Suggested GPValue: 500Dart of Silencing: If this dart misses aliving target, it too may be re-used. Onimpact, it cloaks the victim (and a contin-uous area of 5� radius around him) withmagical silence. This silence stays withthe target for 1d6 + 6 rounds, even if thedart is removed and hurled away. Theeffect may be ended by a dispel magic. XPValue: 300 Suggested GP Value: 1,000Dart of Stunning: The creature hit, andall beings within 10�, must save versusspell or be stunned (reeling and unable tothink coherently or act). The duration is2d4 rounds for the struck victim, and1d4 rounds to other beings within range.XP Value: 200 Suggested GP Value: 800Dart of Blinding: The creature hit, and allbeings within 10�, must save versus spellor be blinded from a sudden burst ofbright light (-4 on attack rolls, and a4-point armor class penalty). The dura-tion is 2d4 rounds for the struck victim,and 1d4 rounds to other beings withinrange. XP Value: 200 Suggested GP

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Value: 800 and the struck victim suffers the effectsDart of Vapors: This creates a cube- of energy drain (as the spell, but 1d4shaped cloud, 20� on a side, centered on levels may be taken, in a single round).its impact point (which need not be a A death lance may be employed by anyliving creature). This cloud�s effects are in race or class of character, but its use isall ways equal to that of the second level not considered a good act, and may havewizard spell stinking cloud, XP Value: consequences for paladins, priests, and200 Suggested GP Value: 800 certain other individuals. XP Value:Spider Dart: This dart does not activate 1,000 Suggested GP Value: 5,000unless it strikes a living target. The targetmust save versus poison (Type A, damage Whip of Fangs: Evil priests are the only15/0, but the dart�s penetration and beings able to employ these horrific weap-magical strength force the save to be at ons. In drow communities, only priest-normal chances, not at +2, and will esses are allowed to possess and usebring on the poison effects in 1d2 rounds them.if the save is failed). These belt whips have adamantite han-

The dart then reverts to its true form, dles, but their tendrils are living snake-becoming a Large Spider (AC 8; MV 6, Wb heads, 2-5 in number. The whips, once15; HD 1 + 1; THAC0 19; #AT 1; Dmg enchanted, are attuned to a specific(bite) 1 + poison: save at +2, onset time individual and may only be used by10-30 minutes, otherwise as dart was) at another being after another attunementthe spot in which the dart hit. The spider ritual has been performed (otherwise,is not under anyone�s control, and usu- they attack anyone except their attunedally crawls around, attacking immedi- wielder who touches them!). The ritual ofately. XP Value: 400 Suggested GP Value: attunement requires the consent of1,200 Lolth, and priestesses consider such

whips personal gifts from her, believingDeath Lance: These rare, 10�-long lances that they will cease to function, or evenor spears are fashioned of some mottled, turn on their wielder, if they are used insparkling-and-dull gray metal. They have an act against the will of the Spider2d3 charges when created, and may not Queen. Forbidden acts usually includebe recharged. Their making is a secret using a whip against a matron mother orknown only to a few drow; wizards of 18th other ruling priestess.level or greater are needed. Living serpents are required in the

Used by drow city-gate and temple making of these weapons; they becomeguards to fight off powerful foes, they enchanted extensions of the will of thedischarge a powerful negative force when wielder, hissing, coiling, writhing, andthey hit, doing the usual physical damage reaching in response to the thoughts of(1d6 vs. up to M-sized, 1d8 to L and larger their wielder. The whip of an angrytargets) plus 3-12 hp chilling damage. priestess can knot about her belt, and

In addition, any victim struck must menace the beings she is angry with,save vs. poison. If the save fails, a lance without her ever touching it.charge is expended. Dark, writhing ten- The whip�s tendrils are from 1 to 3 feetdrils of black light crawl down the lance, in length. Each is AC 8, has 2 HD, and

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attacks (THAC0 14) for 2d4 hp of damage.The serpent-heads have no poison effects,but their long fangs bite deep, leavingscars and injecting waves of magic thatboth numb and shoot waves of muscle-knotting pain through the victim.

Angry drow priestesses typically usethese whips indiscriminately on slaves,servants, pupils, male relatives, and cas-ual acquaintances. Injured heads regen-erate 2 hp/day; slain heads cannot behealed. XP Value: 1,000 Suggested GPValue: 1,000 plus 500 per living head

House Insignia

All blood and ranking members of thenoble drow houses customarily carryhouse insignia: small magical tokensfashioned in the shape of the recognizedsymbol of the house.

Unlawful use of a house insignia ispunishable by instant death in mostdrow communities, for these tokens arenot only symbols of the authority of thenoble houses, but useful�and some-times quite powerful�items of magic.

By tradition, all house insignia arecrafted and enchanted by the Housewizard (and any apprentices, colleaguesand assistants they employ). Althoughthe enchantment is done under the direc-tion of House priestesses (who partici-pate in and control all attunements), it iscommon for the House wizard to work afew little secrets and surprises into eachinsignia he enchants. These give thewizard an unknown, waiting �edge� ininternal House conflicts.

The DM is encouraged to devise suchhidden powers. They are activated at thewill of the House wizard (or another whoknows a secret word or phrase of activa-tion), and can be activated whenever they

are within 90� of him. The wizard neednot touch or see the insignia, nor speakthe activation word(s) aloud, but mustconcentrate, foregoing any spellcastingfor a round.

Hidden insignia �traps� typically in-clude the following: any being bearing ortouching it dimension doors to a place ofthe wizard�s choosing; emitting smokeequal in effects to a pyrotechnics spell;growing hot equal in effects to a heatmetal spell); or exploding (4d6 damage toall within 10�, 2d6 to those 11-20� dis-tant). Every house insignia can be tracedby those who have been taught to do so(typically the Matron Mother, the rankingHigh Priestess, and the House wizard�who does the teaching). Consequently,house wizards can always cloak the insig-nia they wear to foil such tracing (a secretnever revealed to drow females by Housewizards, for their own safety).

All insignia powers function at the levelof the House wizard who worked theenchantment, typically 11-14th (10 + 1d4levels).

All drow know that the insignia noblesbear have magical powers. In some cases,the major power of the insignia of aHouse is known in its community. Houseinsignia are known to be harmful tounauthorized creatures who attempt touse their powers.

All drow priestesses know more thanthis: to safely use insignia powers, abeing must be attuned to the insignia(see �Attunement,� below). This attune-ment spell is normally cast only on thosewho bear the name of the House, eitherby noble blood or by currently-held rank(such as patrons).

Insignia powers can only be exercisedby touching the token with one�s bareflesh, and concentrating on the specific

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power desired. (This precludes spell- 2. protection from cantripscasting for one round.) All attuned be- 3. knockings, regardless of race or class, can 4. hold undeademploy insignia powers that they know 5. magic mouth (previously-�recorded�about. Only one insignia power can be message)employed at a time, and only one power 6. charm House monsters (equivalentcan be used in a round. Minor powers can to charm monster, but affects onlybe used as often as desired, intermediate creatures magically linked to thepowers a maximum of twice each in any insignia; attuned beings�e.g.one-turn period, and major powers only other drow�are immune)once each per turn (or, in rarer cases, a 7. hold personmaximum of 9 times per day, but in any 8. cloak from undead* (attuned be-succession or timing; for example, in 9 ings only)consecutive rounds). 9. protection from normal missiles

DMs should create new and different 10. non-detectioninsignia powers, not just pick and choose 11. webfrom the tables that follow. DM selection 12. wizard lock (other holders of theis preferable to random determination, same insignia can freely pass)particularly for major powers.

In the tables below, all powers duplicate Major House Insignia Powersspells of the same names, as given in the (Roll 1d12 4 times, referring to this list)Players Handbook. Powers marked with 1. tonguesan asterisk duplicate spells described in 2. digthe FORGOTTEN REALMS® Adven- 3. dimension doortures sourcebook. 4. dispel magic

5. illusionary wallMinor House Insignia Powers 6. monster summoning (DM�s choice(Roll 1d12 4 times, referring to this list) of type and number of monsters:

1. blur spell versions I through VII are2. water breathing possible)3. comprehend languages 7. animate dead4. read magic 8. charm monster5. shield 9. ironguard*6. feather fall 10. Ilyykur�s mantle*7. spider climb 11. fire shield8. unseen servant 12. wraithform9. corpselight*

10. jump A note on the charm House monster11. water walking power: it gives insignia- users absolute12. scatterspray* control over insignia- linked house

beasts. For instance, a subterranean liz-Intermediate House Insignia Powers ard commanded to �await my return� by a(Roll 1d12 4 times, referring to this table) being flourishing an enchanted house

1. blink insignia will remain immobile, ignoring

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danger or ready prey, until attacked,magically controlled to do otherwise, or itcollapses from hunger.

Harmful Insignia EffectsAll insignia have the power to do harm

to a would-be user. The damaging effectsare normally visited only on unattunedbeings who touch an insignia with bareflesh, or attempt to awaken insigniapowers. They may also, in some cases, beactivated by House wizards (at will,within 90�) or by the destruction of theinsignia itself. (Insignia are customarilyAC 2, and can take 3d6 points of physicaldamage before being destroyed; they typi-cally save as metal, with a +1 bonus dueto their enchantments.)

These effects vary, according to thespells used by the House wizard in thecreation of the insignia. They have beenknown to include:l user afflicted by blindness lasting

4d4 roundsl user feebleminded for 25 rounds,

minus 1 round per point of intelli-gence over 15

l user suffers a minor curse (DM�schoice of effect)

l user burned for 5d4 damage (resistsmagical healing; restored onlythrough rest and time)

l user loses voice for 2d4 daysl user wracked by debilitating pain for

2d4 rounds: suffers initial loss of1d6 hit points, and is penalized by-3 on all attack rolls and by 4 pointson Armor Class during this time.

XP Value of an Insignia: 400 per powerinstilled (includes secret powers) Sug-gested GP Value: 1,000 to 1,500, if insig-nia has a known, useful major power, or awizard has devised and cast spells to giveit �open attunement;� i.e. anyone can use

it. (These items are battle-booty, soldfrom one non-drow to another; drownever sell such items, even those of hatedrivals.)

AttunementA ritual in which chosen drow (nobles

and officers of a House) are attuned to theinsignia and defenses of the House. Thisritual is traditionally conducted underthe eye of the matron and patron of theHouse, and is conducted by the highestranking priestess (after the matron) andwizard (usually the House wizard) of theHouse.

The person to be attuned holds anenchanted insignia while the wizardcasts a bestow curse on him or her. If thebeing ever knowingly gives the insigniato an enemy of the House, or willfullydamages or destroys it, the curse will takeeffect.

A typical curse is a continual light(harmful to most drow), centered on thetraitor�s body. Unaffected by a dispelmagic, it is transferred to any beingcasting remove curse to remove it.

Wish and limited wish spells will end thecurse, and it wears off after 1 day per levelof the caster.

Continual light effects on drow aredetailed in the Monstrous Compendiumdrow entry (in MC2, under �Elf, Drow�).Summarized, they are: a -2 dexterityand attack. penalty, plus an additional1-point attack penalty against targetsthat are also in the lit area (i.e. a �lit� drowattacking a �lit� creature does so at -3).Targets save against the magical attacksof lit drow at +2 (+3 if the target is alsolit). Drow in the radius of a light orcontinual light spell are 90% likely to beseen; in this case, the spell on the drow

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makes it 100% detectable.The presiding priestess then casts at-

tunement on the being, who keeps hold ofthe insignia as he or she prays to Lolth.When the prayer is concluded, the at-tuned being is taken to a private place forinstruction by the presiding wizard, andthen a feast is held. The attunement spellis detailed in the chapter on �DrowSpells.�

Designs used by House Aleanrahel

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Drow craftwork is not what it couldbe �and certainly pales before the work ofthe dwarves. As you will see, it is not dueto inferior construction; rather, theshort-sightedness of the drow is theundoing of their works.

For example, faced with a strategically-located cavern that will see heavy trafficand use, but which has an unstable,crumbling roof, a dwarf would create asystem of massive, overstrong, reliable-for-aeons stone buttresses.

Drow would rather fashion beautifullycarved vaulting, and hold the ceiling upwith spells. If the spells fail and theceiling falls, the artisans would be tor-tured or executed (depending on howuseful they are at the time), and slavesput to work to clear away the rubble. Newvaulting would be sculpted, often withstone shape spells and a minimum ofhand-work, so that it could happen all

over again.Nonetheless, drow are a well-estab-

lished race, and individuals of the mostlearning in drow communities (such aspowerful high priestesses and wizards)tend to be long-lived. Drow have devel-oped sophisticated technology on a parwith, and occasionally surpassing, manyhuman communities of the surfaceRealms. This makes any comprehensivesurvey of drow craftwork impossible�this chapter would expand to fill a booktwice this size completely, especiallywhen feats of civil engineering (diver-sions of entire underground rivers toserve dark elven communities, etc.) aretackled.

This chapter will therefore concentrateon certain technologically-related topics ofdrow culture that are of interest to adven-turers�i.e., weapons and treasure.

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Clothing And Weaponry When most (90%) of the items listedabove are exposed to the light of the sun

Drow weapons and armor are usually for more than 2 rounds at a time (and anycrafted from a dark, flexible metal known exposure totaling 5 rounds in a 5-dayas adamantine, an alloy of adamantite. period, even if composed of brief in-Most drow garb does not radiate a magi- stants), irreversible decay begins.cal dweomer, but has magical effects. Within 2d6 days, the items lose their

Drow craftsmen, armorers, and wiz- magical properties, and crumble toards have developed careful processes to worthless powder. Drow items away fromexpose the materials from which these the Underdark�s radiations that are care-items are made to a specific combination fully protected from full sunlight loseof radiations and enchanted materials, their quasi-magical properties inand to handle the raw materials in exact- 1d20 + 30 days. They retain their shapeing, largely secret ways. and usefulness as normal items indefi-

This process takes a long time, and nitely, so long as exposure (the limitshence is ongoing: the adamantite ore that given above) does not occur.will be used in the adamantine alloy of a Any drow item that is protected fromdrow buckler may spend a year or more direct sunlight and exposed to the radia-�baking� in the cold, hard radiations of a tions of the Underdark for one continu-guarded, highly-prized natural cyst-cav- ous week out of every four will retain itsern, in the heart of what was once a lava properties indefinitely. It is important toflow. remember that just getting such items

The result of such processes, in many underground will not do: an area ofdrow communities throughout the Un- radiation (easily found by drow and otherderdark, have produced a large body of creatures with infravision) must bequasi-magical items. Even the lowliest found, and the items left there. As mostdrow fighter (i.e. a warrior on patrol or such areas are inhabited or at leastdefending a drow community) wears the visited by drow (raiding bands favor suchequivalent of chain mail + 1. areas near the surface for temporary

This does not mean that drow children, bases), the safety of such items�and ofservants, slaves, and common laborers go anyone left to guard them�is suspect, toaround in such garb: although all drow say the least.items are affected to some extent by the It is important to note that the loca-radiations of the Underdark, only spe- tions of high-radiation areas in the Un-cially-crafted clothing (that most often derdark force most drow communities toseen by adventurers) has the quasi-magi- be stationary. Thus, they are relativelycal properties spoken of in tavern-talk easy prey for rival drow, monsters andthroughout the Realms. other subterranean races. This has

Direct sunlight destroys most drow forced the drow to develop strong fightingcloth, footwear, armor and weapons. It magic, good training and tactics, to sur-should be noted that drow do not hesitate vive. Magic occupies such a large part ofto use captured weapons, especially this book because of its paramount im-finely-made elven work, which is ideal in portance to the drow.size, weight, and balance for drow use. The �Drow Magical Items� chapter de-

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scribes many �fighting magic� weaponsand accoutrements. Although these arelargely made in the Underdark, almost allof them remain stable when exposed tosunlight, because strong magical dweom-ers (precisely identical to those employedby wizards of surface realms) give themtheir powers. The items below, however,do not bear dweomers, and therefore areuseful only in the Underdark.

Flash Globes These non-magical weap-ons are carried by many drow bandswhen they expect to fight other drow orintelligent beings of the Underdark (suchas illithids). They are glass globes full ofdeepcap mushroom distillate, used asweapons by some drow. Flung by hand orby staff sling, these globes shatter onimpact, releasing their luminous, irritantliquid. This vaporizes into a cloud 10� indiameter and 12� tall (5� in diameter ifglobe is broken against a vertical sur-face).

Each creature in this area of effectmust save vs. poison or be blinded andout of action (scratching furiously) for6+1d4 rounds or until the eyes arewashed. The luminous droplets on thecreature�s body also cause an AC penaltyof +1 to +4, lasting for 2-5 turns or untilwashed off. Both effects last for at least 1round, and can only be removed byanother full round of washing.

Poison

Drow sleep poison, used on their dartsand javelins, is highly prized by traderson the surface world. It is a black, heavy,gummy substance, rather like molasses,and reacts to both air and sunlight. It willremain potent for a year if kept in a sealedpacket�but loses its efficacy 60 days

after exposure to air (either abovegroundor in the Underdark). It loses its potencyinstantly when exposed to sunlight.

A victim struck with a sleep-poisonedweapon takes physical damage, and mustmake an immediate saving throw againstpoison at -4. If the save fails, the victimfeels waves of weakness and lassitudepass over him, is -4 to hit, moves at halfspeed, and suffers a +4 AC penalty forthe round after being struck, and fallsunconscious at the round�s end. If asleeping victim is not slain, the druggedslumber lasts 2d4 hours.

Dispel magic and physical means (slap-ping, noise, rough handling, etc.) will notawaken the victim.

Neutralize poison spells and the forciblefeeding of potions of sweet water orvitality will revive a poisoned sleeper.Drow poison cannot affect any sort ofundead.

A poisoned weapon can be used twice.The first successful strike on any body,living or dead forces a save (as notedabove) at -4. If the weapon is recoveredand re-used, the second use forces a saveat -2 (some of the poison was removed bythe first strike). A third and subsequentstrikes will have no poison effects; all ofthe poison is gone or inactive.

Drow poison is dissolved (and neutral-ized) by alcohol (it will not poison thealcohol used). A poisoned weapon loses itsefficacy after 60 days, and the poison mustbe re-applied. The making of drow potiontakes at least 4 days and a well-stockedlaboratory. Application of poison from acarried packet takes a trained drow war-rior 1 round (of rolling the weapon�s pointin the stuff), and takes others unfamiliarwith its handling 2 rounds.

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In extremis, a drow applying poison canscoop up a handful, or rake it ontofingertips, and strike barehanded at anopponent. If the drow manages to get thepoison into the opponent�s eyes, nose,mouth, or an existing wound, it has thesame effect as a poisoned weapon attack(successful attack roll required; considersuch targets to be two armor class pointsbetter than the rest of the target�anatural roll of 20 will succeed in anyevent).

Drow sent on assassination missionssometimes use poisoned strangling-wires(garrotes), and fingernail polish. Tempo-rary traps around prisoner or slave hold-ing areas, or around a sleeping patrol outin the �wild� Underdark often use poi-soned tripwires.

Drow have built up resistance to poi-sons, both individually and through gen-erations of exposure. During training,successively larger doses of drow sleeppoison and various spider venoms areadministered to them. As a result, drowcharacters make all saving throwsagainst sleep poison of their own makeand all spider venoms at +7. Savesagainst other sleep poisons or drugs, andthe toxins produced by insects and otherarachnids, are made at +6, all otherinjected poisons at +5, and all otheringested poisons at +4. Drow savingthrows against contact poisons and poi-sonous gases are at normal chances. (Fordriders, increase all of these saving throwbonuses by 1, and add immunity to alldrider poison.)

Mining and Engineering

Drow are skilled engineers and artisans,but they prefer to let slave races do theheavy work of mining. Unlike gnomes

and other races native to the Underdark,drow do not have the deep-rooted connec-tions to, and perception of, their environ-ment.

Dark elves are more a race of skilleddilettantes and overseers than (to use ahuman term) �handymen.� Their bestengineers lack the feel for the rock thatdwarves, duergar, and svirfneblin pos-sess, and are fewer in number thanindividuals with comparable skills inthose races�but they often succeed onsheer bold brilliance where they cannotmatch deep understanding of stone, sub-terranean water movements, and otherconditions.

Drow engineers often create intricatespiral tunnels, as well as boldly-flyingstone bridges, balconies, and buttresses.The complex shaping and hollowing-outfor habitation of stalactites, stalagmites,and cave columns ranks the drow amongthe creators of Toril�s most impressiveworks.

Dark elves routinely fashion suspen-sion bridges in the depths. These chasmbridges are able to stretch to surviveminor earth tremors. They are oftenslung with the help of trained cave fishersshooting their lines.

Even more numerous and impressiveare drow waterworks. Drow are skilled atcollecting and diverting underground wa-ters to serve them�providing for theirdietary and industrial needs, and to carryaway their wastes. Fluted, intricately-curved pipes are bored through solidrock, and are often fit with shut-off valvesand alternative side-channels, pumps(both of the piston sort, worked by slavepower as needed, and the corkscrew-type,worked by water force and pressure), andcatch-basins.

The usual sort of shut-off valve is a

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gigantic, hollow stone sphere closely fit-ted into a basin. The sphere has inlet andoutflow holes, and is attached to a huge,counterweighted lever. When the lever isturned so that the sphere�s holes line upwith the inlet and outlet channels of thebasin, a continuous flow of water isallowed. When a sliding panel in thebasin is opened, and the sphere turnedthe right way, only a measured amount ofwater�the amount that will fill the hol-low sphere�is diverted through theopened panel, into a side-channel. In thisway, drow can fill a bath, or obtainenough water for a particular industrialuse. In all cases, permanent magic isused to make water-seals perfect.

Drow specialties are the cutting andshaping of rock into smooth-flowingsculpted forms; the construction of magi-cal walls, gates, and other fortifications;and the diversion and handling of under-ground water. Most (70%) encountereddrow will have a �feel� for how such thingsare constructed, how they work, andwhere ways around them or means ofcontrolling them will be concealed orfound�even if the drow have neverworked directly on such things before.

The average drow is skilled in theidentification of various rocks, their con-dition, and the presence and condition ofores and gemstone material. This is dueto growing up surrounded by rock, totraining in youth, and to experiencewhen on patrol in the Underdark and/orliving and working in drow cities.

Any drow can readily recognize radia-tion-permeated drow handiwork, whenable to hold and examine it (although acloak of similar cut and hue made bysurface-dwellers, for example, could fool adrow five feet or more distant).

Drow Artisans

Some drow become the artists of theirrace. Every noble House has at least twodrow skilled in sculpture�if none de-velop among the nobility or adherents ofthe House, a suitable one will be hired,coerced into service, or even adopted asnoble. Every drow House has its gemcut-ters and those who can work metal, cloth,and other materials into garments, furni-ture, and devices of rare beauty. Drowtake pride in how much more �culture�they can wield, amass, and display thanneighboring Houses or commoners.

Of the 10% of drow skilled enough tomake items of outstanding quality (goodenough to bear lasting enchantments),perhaps 1-4 in every hundred have mindsthat are both brilliant and practical: theydevise useful innovative items, not just�weird devices.� Wise merchant clans andnoble Houses quickly hire such artisans,or become their regular paying patrons,when their gift is recognized.

Drow artisans tend to be even morescheming, difficult, and paranoid thanmost drow�given to multi-layered in-trigues and the use of hidden locks,passages, body weapons and itemsworked into clothing. These items typi-cally include gas-powered needle-throw-ers, extensile mechanical hands forreaching up to 20� away, climbing-wire,strangling-wires, and wire-saws. Need-less to say, this makes a normal prisoncell incapable of holding an artisan. Suchindividuals create many rare and power-ful �artworks� that drow proudly displayor employ�and will not hesitate to useagainst opponents.

Perhaps the most common drow ad-vanced craftwork are the replacementlimbs worn by injured drow. These won-

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ders are almost all fashioned of ada-mantine alloy: assemblies of precise, in-tricate parts that are as agile and dexter-ous as living limbs, with many ball-swiveljoints and tendon-like cables for control.The adamantine construction makesthem both very hard and flexible�theyare not prone to shatter or snap off understress, but can punch or rake throughmost armor.

Such limbs may have specialized, re-movable �hands� �a drow lady whoseeveryday limb-end is a delicate metalhand may substitute an armor-rendingclaw, or even a sword, axe, or long-spikedmace end, when expecting battle.

If a drow claw attack roll succeeds,drow and target both roll 1d8, adding thisto their Strength scores. If the drow hasthe higher total, an area of armor is tornaway. A claw does 1d4 + 2 for a punch(�crushing blow� saving throws for strucktarget items apply), and 1d4 + 4 per rake(an attack that rends armor does only 1d4to the victim beneath).

Able-bodied, whole drow may have sim-ilar weapon or specialized extensionsthat strap onto limbs or fit over a hand(e.g. a one-piece sword-gauntlet) or foot(e.g. toe-claws or spikes, used for climb-ing stone and to kick-stab�an extradagger damage-attack�in battle).

DMs are encouraged to indulge theirwildest creativity in devising strange,cruel new drow items. Internal strifeprevents drow societies from adoptingthese as shared technology; they shouldalways remain �specials.�

Gemcraft

Any drow will be able to identify workedmetals and alloys of all types found in theUnderdark of Faerun, as well as cut and

worn gems. A drow finding a gemstonevein can judge as well as any dwarven orsvirfneblin miner what direction and howfar the vein is likely to travel�and thelikely amount and quality of its contents.

Gems most likely to be worn by anaverage drow (in rings, or as adornmentson wristlets, gorgets, belts, pendants, orcollars) can be determined by consultingthe following table. Nobles, powerful wiz-ards, officers, and especially priestesseswill wear much more, often of rarer andenchanted types not given here.

Drow Personal Gems Table: Base valuesare given in parentheses; all stones foundare likely to be worked�drow prefersmooth or �cabochon� cuts to facetedwork�and inset in metal banding. As arule, drow prefer black gems above allelse, and also value blue and dark redhues. Silvery hues are used as contrasts,but are usually provided by metal set-tings, not by gemstone material. Gemsnot found in this table are usually carriedby drow as a form of money (especially astrade-currency for dealing with otherraces), not for personal wear.

A gemstone marked with an asterisk isdetailed in the FORGOTTEN REALMS®Adventures sourcebook.

�Common� Stonesd20 Stone DescriptionRoll01 Banded Agate (10 gp); blue and red

striping most valued02 Blue Quartz (10 gp)03 Crown of Silver* (10 gp)04 Eye Agate (10 gp); blue circles

only, used by worshippers ofGhaunadaur

05 Hematite* (10 gp); much used initems to be enchanted

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06

070809

1011

1213

1415

16

17

Malachite (10 gp); only when blue-greenObsidian (10 gp); a drow favoriteJasper (50 gp)Moonstone (50 gp); its use is con-sidered �bold,� and it is oftenfavored by rebellious youth, or themost ambitious priestessesOnyx (50 gp); black onlyRock Crystal (50 gp); usually fash-ioned into �tears,� and used asadornment on black garmentsSmoky Quartz (50 gp); blue onlyZircon (only 30 gp among drow);the �fine gems� of poor drowAquamarine (100 gp); little usedGarnet (100-500 gp); deep redsfavored by warriors; violets bypriestesses of LolthJade (100 gp); a �common� inlay-stone or adornmentJet (100 gp); a drow favorite

18 Pearl (500 gp); black, deep mauveor red pearls only!

19 Spinel (500 gp); deep blue only20 Tourmaline (100 gp); blue and red

only

�Prized� Stonesd20 Stone DescriptionRoll01 Amethyst (800-1,200 gp among

drow, depending on size andhue�darker preferred)

02 Beljuril* (5,000 gp); used only inwizards� towers, temple ap-proaches, and other grand places,as well as temples holy to all drowdeities except Lolth

03 Black Opal (1,000 gp); a favorite04 Black Sapphire (5,000 gp); a drow

favorite05 Diamond (5,000 gp); rich blue

only

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0607

08

091011

1213

14

15

16

17

18

19

20

Emerald (5,000 gp)Fire Opal (1,000 gp); a drow favor-iteJacinth (5,000 gp); especially fa-vored by wizardsJasmal* (1,000 gp)Opal (1,000 gp)Oriental Amethyst (1,000 gp); adrow favorite: most drow cities areskilled in its treatmentOrl* (1,000 gp); red hues onlyRavenar* (1,000 gp); a drow favor-iteRed Tears* (1,000 gp); darkerhues onlyRuby (5,000 gp); darker hues mostprizedSapphire (1,000 gp); darker huesmost prizedStar Ruby (5,000 gp); the staradornment is considered lucky tothose who work magic, and a�risque� thing to wear for all oth-ers, often worn at parties by ageddrow priestessesStar Sapphire (5,000 gp); the pre-ceding note for the star ruby ap-plies to this stone alsoWater Opal* (2,000 gp amongdrow); much used in sculpturesand scrying-crystalsZendalure* (1,000 gp); knownamong drow as �rock eggs,� andbelieved sacred to Ghaunadaur�little used by drow of other faiths

take a permanent magical enchantment,or that incorporate Underdark radiationsto function as quasi-magical (such asdrow cloaks, boots, and armor). Drowarmorers are valued highly; there arenever enough to go around, and everynoble drow House and merchant clanwants half-a-dozen of the first rank ofskill on staff, not merely one or two.

Drow tend to be very good at fashioningand securing trade-containers; that is,methods of storing and moving goodsabout. They also fashion intricate har-nesses for beasts of burden and mounts.These skills are due to the drow demandsfor goods (such as fruit) that can only beobtained from surface-world sources,through trade or raids, and by the need toharvest or gather needed goods (such asedible fungi, gems, and small edibleanimals, insects, and crustaceans) in theUnderdark. Drow patrols often have fold-ing racks for carrying trussed prisonersor game, and special clay �wet basins� areused to bring back live Underdark craband fish to drow tables.

Some drow communities also use clayto fashion temporary structures or thedwellings of the poor, in a manner akin tothe adobe-like �baked-mud� building ofcertain areas in the Shaar and in Kara-Tur of the surface Realms. Noble familiesmay employ such techniques to createtemporary furniture or sculptures for aparty, filling much of their rooms withsweeping, fantastically-curved construc-

Drow Aptitudes and Handiwork

All drow can readily use common tools,although their work may be crude at first.Fewer, perhaps 20% in all, can personallyfashion complicated or exacting imple-ments. Only about 10% of drow areskilled enough to fashion items that will

tions studded with gems, glowing fungi,and other adornments, fitted withbenches, alcoves, tunnels and secludedbowers for wild revelry.

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Drow are as eloquent and musical in theirspeech as other elves, and are capable ofreadily reproducing the sounds of otherlanguages. Most drow are good mimics; adrow overhearing speech who imitates thewords and tone is 45% likely (+1% perexposure to the language) to be audiblymistaken for the being they are imitating.

Most drow have little exposure to surfacetongues (outcast, slave-traders, and ad-venturers being the principal exceptions).A citizen of an underground city whoseldom ventures far afield will know twotongues: the everyday spoken language ofthe drow, or �Deep Drow� (which variesslightly from community to community, inthe same way that spoken Common hasregional accents, phrases, and words) andthe soundless language of gestures andexpressions developed by drow long ago.

This �silent language� of drow, some-times called the �hand code,� is a languageas detailed as the spoken word. Its specif-ics are not given in this book for tworeasons: First, Elminster believes thatsome secrets should be kept, and I agree.Second, development of gestures and ex-pressions is an ideal area for DM creativity,to encourage PC roleplaying and uncer-tainty. Moreover, showing and describingthe nuances and combinations of theunspoken tongue requires months of con-centrated tutoring. A rudimentary vocabu-lary of spoken Drow appears in the �Se-lected Glossary� chapter.

�Deep Drow� (also known as �Low Drow�or �Drowic�) is the everyday tongue of thedrow, corrupted by passing fashions,trade-tongue jargon, and even words fromother languages (notably orcish, dwarven,surface elven and human wizardly terms).It has a similar structure to the CommonTongue, used by humans and in mostinterspecies trade in the Realms (specifi-

cally to the dialect known as �Undercom-mon,� used in The Realms Below). Whenwritten, its flowing letters resemble oldelven and freehand Thorass scripts, but abeing familiar with both elvish and Com-mon writing can puzzle out only 14% ofthe general nature of a drow inscription.

Deep Drow is a living, changing tongue,and varies from place to place in theUnderdark, as well as over time (althoughdrow speech, due to isolation and technol-ogy slowed by tradition and a rigid class-based society, does not change with therapidity of surface languages). The DM isfree to introduce new words and phrasesat will�and may encounter words andphrases in other sources that are notfound here.

Visitors to drow settlements may alsosometimes hear �High Drow,� an archaic,rarely-used dialect known and heardchiefly by the clergy of Lolth (used in spellincantations, or between priestesses whenthey don�t want lesser drow within hearingto understand their speech). High Drowincorporates some specialized gestures(part of the Silent Language), which drownot familiar with it sometimes call �TheSecret Signs.�

Adventurers are advised that drow areusually silent in battle. If startled or inpain, they may call out to Lolth, or utter anoath.

Common drow curses are �Ssussunpholor dos!� = �light upon you!� to anotherdrow, or merely, �Ssussan� = �light!� To anon-drow, a drow usually reverses this:�Oloth plynn dos!� = �darkness take you!�

To rally comrades in battle or call for aid,drow may cry their House name�a drow ofHouse Hlaund might cry, �Hlaund uluusstan!� = �Hlaund to me!� or �Hlaundultrin!� = �Hlaund supreme!�

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Personal Names

This chapter lists many drow names,useful in themselves and as a �style�guide for creating new names.

Humans are warned that drow namesdo not necessarily denote beings of thesame sex as similar names (and nameendings) in human societies. No nobledrow has a first name too close to acommon word (e.g. those in the �SelectedGlossary� chapter). No drow, of any faith,take names closely resembling the namesof any drow deity�it is blasphemous touse the name of one�s own deity, andunlucky to have a name too akin to that ofanother deity.

Certain drow names are found on (orunder) Toril and other worlds. Lolth hasencouraged the spread of drow fromworld to world, to strengthen herself andto safeguard the survival of the race.Interplanetary colonization has spreadnames with the drow that bore them.

Female Given NamesAkordia ElvraemaAlauniira EreldaAlystin FaerylAngaste FelyndiiraArdulace FilfaereAunrae GaussraBaltana G�eldriiaBelarbreena GinafaeBriza GreyannaBurryna HaelraChalithra HalavinCharinida HalisstraChessintra IlivarraDhaunae IlmraDilynrae ImraeDrisinil InidilEclavdra IraeElvanshalee Irruit

IymrilJhannissJhaelrynaJhulaeJyslinLaeleLaryndaLiNeerlayLirdnoluLualyrrMaliceMayaMicarlinMinolinMolvayasMyrymmaNathraeNedyleneNulliiraOloraePellanistraPhaerePhyrraQuarraQuaveQilue

RilraeSabalSabraeShi�nayneShriNeeruneShurdriiraShyntlaraSiNafaySsapriinaTalabrinaTaliceTrielT�risstreeUlviiralaUmraeViconiaViernaVlondrilWaervaWuyondraXullraeXuneYasraenaZarraZebeyanaZesstra

Rauva Zilvra

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Male Given Names MalaggarMasojMerinidMournNalfeinNilonimNymGhaundarNymRyltarOmarethOrgolothPharaunQuewenQuildRelonorRiklaunimRizzenRyldSabrarSeldszarSharNadalSolaufeinSorn

AdinirahcAlakAltonAmalicaAntatlabBaraghBelgosBerg�inyonBhintelBruherdCalimarChaszmyrDininDipreeDivolgDrizztDuaglothDurdynElkantarFilraenGelroosGhaundanGomphGuldorHatch�netHoundaerIlmrynIlphrinIstolilRanagharIstorvirJaraxleJeggredKalannarKelnozzKrenasteKrondorlLesaonar

SzordrinTarlynTathlynTebrynTluthTsabrakUrlrynValasVornVuzlynWelverinWodeYazstonZaknafeinLyme

SurnamesDrow last names are many and varied.

Only those of noble blood, or commonersholding titled ranks (such as patron,weapons master, or herald) in a nobleHouse, may use the name of their Houseas a surname. By tradition, no Housename begins with the same �L� sound asthe name of the Spider Queen, Lolth, andno drow bears the personal name of�Lolth� or any of its variants (Lloth,Loethe)�except a revealed avatar of theGoddess.

Drow SurnamesAbaeir OmriwinAbbylan PharmArgith PhiliomBlaerabban QuaveinBlundyth RhomduilCoborel RrostarrColoara SeerearCormrael SsambraDalael TelennaDhuunyl TlintarnElpragh T�orghFilifar T�sarranGellaer UloavaeGhaun VeladornGlannath VrammyrHune VrinnHyluan WaeglosszIllistyn WyndylJhalavar XarannJusztiirn XiltynKhalazza YauntyrrLhalabar YauthloLuen Yoegh�il�rymminMlezziir ZaphreszNaerth ZolondOlonrae

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Godeep Abaethaggar MaerimydraAleval Helviiryn AbburthArabaniArkhenneld Hun�ett Chaulssin RilauvenAuvryndar Kenafin Charrvhel�raugaust SshamathBaenrae Kilsek Ched Nasad SshanntynlanBarrison�del�armgo Maerret Cheth Rrhinn SzithlinCladdath Melarn Erelhei-Cinlu T�lindhetDespana Mylyl Eryndlyn TyrybblynDeVir Noquar Faneadar UluiturDo�Urden Ousstyl Guallidurth UndraethEilservs Rilynt�tar Haundrauth V�elddrinnssharEverhate Teken�duis Ithilaughym Waethe HlammacharFey-Branche Tormtor Llurth Dreier YuethindrynnFreth Zauviir Luihaulen�tar

Known House NamesAleanrahel

Known Drow Cities

MenzoberranzanHlaund Baereghel Orlytlar

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�Deep� or �Low� Drow changes from placeto place and time to time, altered by theintroduction of words from other lan-guages (due to trade, magical researchand training, and the like). Deep Drow issimilar in structure to Common. Moredetails of drow communication can befound under �Drow Language,� above;this chapter contains words and phrasesfor DM use in creating NPC drow speech,inscriptions, and messages.

Wordsabbanabbilakhaluralurlalust

bauthbauthabelaernbelbaubelbolbol

brornbrornacahallin

colbauthdaldarthiir

deldoebdobluthdosdosst

= ally, not-enemy= comrade, trusted friend= band, group= better, superior= best, foremost= in front, facing, in the

forefront= around, about= dodge, to dodge= wealth, coinage, treasure= to give= gift= item, thing (unknown,

unidentified, mysteriousor important)

= surprise= surprises= food (produce or harvest,

including raid-spoils,but not hunted game orcooking)

= path, known way= from= faeries, surface elves,

traitors= of= out= outcast= you= yours

dosstan = yourselfdraa = twodrada = seconddro = life, aliveelgg = kill, slay, destroyelghinn = deathelamshin = destiny, the will of Lolthelend = usual, traditionalelendar = continue, continued,

continuing, enduringfaer = magicfaerl = magicalfaerbol = magical itemfaern = wizard, magic-worker (of

either sex, any race)go1 = goblingolhyrr = trick, ruse, trapgoln = goblinsharl = down, under, belowhaszak = illithid (mind flayer)haszakkin = illithidshonglath = clear thinking, calm,

bravery, good behavioriblith

ilharnilhar

ilharessilharessenilindith

inthinthiggizil

= offal, excrement, carrion(oath)

= patron (of House; title)= mother, to mother (to

give birth to young�notto comfort or rear)

= matron (of House; title)= matrons= aim, goal, hoped-for

event= plan, stratagem, scheme= agreement, treaty= as

jabbuk = master (male in charge ofsome task or office; rankor title)

jal = alljivvin = fun, play (amusing cru-

elty, �animal spirits�)

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pholor = on, uponkhaless

kulg

kulggen

kyone

kyorlkyorlin

lilllarllarnbussluethluthmaglustmallamrimmmzildnaunathanindnindynnoamuthobsul

ogglin

olistoloth

orbborthaephalarphindar

= Trust (especially mis-placed or foolish)

= snag, hitch, blockage (towill, or actual�e.g. de-bris in a shaft or passage)

= deliberate rampart,shield, or other barrier

= alert/alertly, wary/warily,careful/carefully

= watch, wait, guard= watching, waiting,

guarding= the= three= third= and= cast, throw, hurl= apart, alone= honored (term of respect)= guide, key, inspiration= more= no=a= they, them, their, theirs= those= wanderer, lost, unknown= opening, door, gap or

chink= rival, opponent, enemy

(active; all creatures areconsidered potentialogglin)

= caution, stealth= darkness (utter natural

darkness or magicaldarkness)

= spider= holy, sacred= grave, battle-marker= monster, dangerous

being (especially a non-intelligent creature)

phuul = areplynn = take, seizequa�laelay = disagreement, argu-

ment, confrontation (notyet open conflict)

quarth = order (exercise ofauthority)

Quarval- = Goddess (Lolth; othersharess goddesses are

�quar�valsharess�)quarthen = ordered, commandedqu�ellar = House (titled noble family)ragar = find, discover, uncoverrath = backratha = backsrathraerivvilrivvinsargh

sargtlinsarn!sreenssinssrigg

streea

streeaka

ssussuntagatalinththalratalthalrathalackTha-lackz�hindtlututh

= behind= human= humans= confidence in weapons,

battle-might, strength-at-arms, valor

= (drow) warrior= beware! warning!= danger= passion, lust, greed,

longing, love= suicide, death in the

service of Lolth, a House,or a community

= reckless(ness), fear-less(ness)

= light, brightness= than= think, consider= meet, encounter= meeting, council, parley= war, open fighting= raid, attack from afar

= be, to be= both

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ul-Ilindithultrin

ultrinnan

uluussusstanusstilustvalsharessveldrin

velkynvel�ussvelve

waelwaelawunwundxalxun

= destiny= supreme, highest, con-

queror (�ultrine� whenapplied to Lolth only)

= conquering, victory, towin or prevail

= to= one= this one (self, I)= one in my place= first= queen= shadows, concealment

afforded by varying light= unseen, hidden, invisible= who= blade (dagger, knife,

sword)= fool= foolish, unaware/unwary= in= among, within, into= may, might, perhaps= do, to complete or

accomplish

xund = striving, effort, workxundus = doing, achievement,

work completed or mani-fested in some concreteresult

yath = temple, of the temple(property, work, ordecree)

yathrin = (drow) priestessyathtallar = high priestessYorn = power/will/servant-crea-

ture of the Goddess(Lolth)

zhah = isz�har = ridezhaun = to learn, to knowzhaunil = learning, wisdom,

knowledgez�hin = walkz�hind = trip, journey, expeditionz�orr = climbz�ress = power, strength, force,

dominance (especially ofthe will�i.e. success inmanipulation)

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Phrases

Jal khaless zhah waela. All trust is Khaless nau uss mzild taga dosstan.foolish. Trust no one more than yourself.

Oloth zhah tuth abbil lueth ogglin. Dark-ness is both friend and enemy.

Nindyn vel�uss kyorl nind ratha thalraelghinn dal lil alust. Those who watchtheir backs meet death from the front.

Xun izil dos phuul quarthen, lueth dro.Do as you are ordered, and live. Ulu z�hin maglust dal Qu�ellar lueth

Valsharess zhah ulu z�hin wund lilphalar. To walk apart from House andQueen is to walk into the grave.

Lolth tlu malla; jal ultrinnan zhah xun-dus. Lolth be praised; all victory is herdoing.

Ilharessen zhaunil alurl. (Matron) Moth-ers know best.

Lil alurl velve zhah lil velkyn uss. Thebest knife is the unseen one.

Kyorl jal bauth, kyone, lueth lil Quarval-sharess xal belbau dos lil belbol delelendar dro. Watch all about, warily, andthe Goddess may give you the gift ofcontinued life.

Lil waela lueth waela ragar brorna�lueth wund nind, kyorlin elghinn. Thefoolish and unwary find surprises�andamong them, waiting death.

Vel�uss zhaun alur taga lil Quarval-sharess? Who knows better than theGoddess?

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Elegant, flowing runes and intricateglyphs�always limned in black paste,ink, or inlay�are used by the richest andmost powerful drow. These rare, seldom-seen inscriptions are used as defenses fortreasure and fortifications.

Dark elves use symbols to mark Houseterritory boundaries, House possessions(including slaves), and to mark routes inthe Underdark. Some such symbols maybe enchanted using glyph of wardingspells. These magical symbols are of threesorts: way-marker runes, sacred glyphs,and House defenses. These pages detailtypical symbol powers (a DM can selectthe effect of a particular symbol, or decideon its type and roll 1d8), but the DMshould devise others before PC adventur-ers become familiar with most powers ofdrow symbols. This chapter exploressome symbols and their uses.

Drow Runes

Runes can be �set� to be activated bydirect touch, by movement of the surfacethey are placed upon (e.g. opening a dooron which a rune has been drawn), orpassage through an opening that anadjacent rune has been linked to. Runesmay be visible, or invisible except whileflashing in activation. No drow rune canbe triggered more than once per round,and there is always at least one round ofinactivity between activations (some-times much longer). During these inac-tive intervals, the runes can be safelypassed.

Attempts to remove runes with dispelmagic, a remove traps spell or thiefly skillhave a 1 in 6 chance of success, a 2 in 6chance of �deactivating� the rune for 1-2rounds, and a 3-6 chance of triggeringthe rune, even if the attempt occurs

during an inactive interval. An anti-magic shell renders runes inactive aslong as it is present. Remember, priest-esses of Lolth and those who carry ahouse insignia are not affected by runes.

Way-Marker RunesWay-marker runes are used in areas of

the Underdark patrolled or traveled bydrow, but not inhabited by them. Locatedin side-caverns, alcoves, and other areasof natural shelter that drow may wish torest in or defend against a hostile mon-ster, these runes are recognizable to alldrow. They are not discharged by anydrow passing them, but will visit theirharmful effects on any non-drow whotries to pass them. (Note that a humanwizard employing alter self or a strongerpolymorph spell to take on drow form can�fool� such a rune, but mere illusions�such as the change self spell�do not.)

Way-marker runes last for 1 year perlevel of the drow placing them, and willdischarge as often as triggered, duringthat time. (Some ancient drow runes ofthis type are permanent; the process oftheir making appears lost to present-daydrow.) The spells and processes allowingdrow to emplace runes are among thebest-kept, most precious secrets of drowclergy and noble Houses. It is extremelyunlikely that even a drow player characterwould ever learn such things, so they arenot included here.

Each rune has only one power or effect.If a being disturbs a rune repeatedly, orsimultaneously triggers more than one,the effects are cumulative. Saving throwsare allowed against all rune effects; suc-cess indicates half damage or an escapefrom the effect entirely, at the DM�soption.

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Typical way-marker rune effects in- feeling, equal in effects to a 1-round-longclude: slow spell)

1. Shocking grasp (direct-contact elec- 7. Power word, blind (as the spell,trical discharge) of 7d4 to 9d4 hp damage affecting triggering being only; saving

2. Lightning bolt (arcing discharge to throw allowed, at -3; if successful, blind-nearest non-drow being, when triggered: ness lasts for only 1d4 rounds, duringif more than one being within 20�, roll which time the blinded being attacks and1d6: on a 2, 4, or 6, the bolt forks and saves at -4, loses all damage bonuses,strikes at the nearest two beings, doing and suffers a 4-point armor class penalty;them 5d6 damage each; otherwise, the if failed, blindness �with combat effectsdischarge is a single strike, for 8d6 just noted�continues until dispeldamage, with a 30� maximum range) magic, remove curse, or cure blindness

3. Chain lightning (as the spell, start- applied)ing as a 12d6 damage discharge, and 8. Hold monster (as the spell, affectslosing 1d6 hp-damage potential per triggering creature only; saving throw�jump,� with a 70� maximum range) must be made at � 3 � if failed, creature is

4. Repulsion (as the spell, causes re- held immobile for 7 rounds, if successful,treat in exactly the path of approach creature is only slowed for one round)used, retracing route at maximum move-ment rate but facing back toward rune, Sacred Glyphsso that affected creature has a 4-point AC In certain areas, special marker-glyphspenalty toward attacks from creatures are emplaced by priestesses of Lolth, toalong the way; lasts for 9 rounds) mark areas sacred to the goddess (typi-

5. Wall of fire (as the spell; a �wall� cally caches of scrolls, or rich veins ofappears instantly filling any gap or pas- gemstone claimed as the property of asage one side of which is within 20� of the local priesthood of Lolth). These glyphsrune, or directly in front of the rune, as take the form of a pair of female drow lips,�set� by the beings emplacing the rune; shaped as if to bestow a kiss, and sur-the wall will fill the opening, if set to do so, rounded by eight spider legs shaped tobut if free-standing will be 10� across and form a circular outline for the glyph.20� high, 20� across and 10� high, or a These glyphs discharge whenever acylindrical ring, 20� across and 30� non-priestess of Lolth tries to pass them.high�which closes in on itself by a If a priestess wishes to temporarily negateradius of 10� per round, into a pillar; in all them (i.e. to allow a drow miner to workcases, this effect lasts for 7 rounds per out some gems), a secret command word,activation, and deals the normal damage whispered as the glyph is touched, willfor the spell, including 2d6 + 12 points on deactivate the glyph for 2d4 + 1 rounds.all beings passing through the flames) This deactivation can be performed re-

6. Flesh to stone (as the spell: perma- peatedly. Priestesses of Lolth are notnent, no material components required, subject to the effects of glyphs unless theyall possessions also affected; allow the have lost Lolth�s favor.saving throw to be made at +1; it Typical �sacred glyph� effects includechanges the effect to a one-round, bone- all the effects of way-marker runes, pluschilling �wave� of stony appearance and the following:

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1. Nine rubbery, 20�-long black tenta-cles lash out from the rune itself, strikingat all living creatures in reach. Thesetentacles are akin to Evard�s black tenta-cles (as the spell in attacks and details;the tentacles last for 9 hours per activa-tion, or until destroyed; destroyed tenta-cles are not replaced by the rune�s magic,and will not be present at its next activa-tion)

2. Shadow flares spring from theflashing glyph, spraying forth at all livingbeings within 40�. 8d8 bolts of blackenergy leap forth, striking as THAC0 13missiles, and will hit one being if only oneis within range. When the flares strike,they immediately solidify into obsidianspears, dealing 8 points of damage each.

3. A forcecage appears around trigger-ing creature and any other beings within20�, and lasts for 12 turns�during whichthe DM should roll for wandering mon-sters, or to determine whether defendersarrive to interrogate or attack with mis-sile fire. The cage can be destroyed bydispel magic, or escaped by three meth-ods:

� passing through the bars in gaseousform or wraithform;

� passing through the cage by meansof magic resistance�one attemptonly, requires successful resistancecheck;

� by bursting out as the cage is form-ing, which requires a successfulsaving throw vs. spell to execute.This method does an inescapable2d4+8 hp damage to the escapingbeing.

4. Sink This affects triggering creatureonly, saving throw negates effects. If thethrow is failed, the creature sinks steadilyinto the ground, remains entombed for2d4 days, and then slowly rises up again.Dispel magic will halt sinking, but asecond dispel magic is required to freethe creature. A dig spell will also freecharacters trapped in this way.

5. Feeblemind The effects last until aheal, limited wish, or wish is applied.This version affects even non-spellcas-ters, who save against the spell at +2.

6. Reverse gravity This affects all be-ings within a 30� x 30� area of effect, oneside of which is centered on the glyph.

7. Polymorph other Only the triggeringbeing is affected. The victim is changedinto a huge spider�see Volume One ofthe Monstrous Compendium for detailsof the 6�-diameter form, which is AC6,MV 18, THAC0 19, 1 bite for 1-6 damage;former hit points, morale, and savingthrows retained; no poison gained; nor-mal chances for loss of personality andmentality.

8. Glyph functions as a fire trap, ex-ploding for 1d4 + 12 damage (as the spell;5�-radius blast range, save results in halfdamage, rounding up).

No other drow priesthoods employ suchglyphs, except clergy of Ghaunadaur. Inthe rare instances where priests of the�Eye� have used glyphs to defend an altar,sacred cavern, or gem-cache, they will beof types 1, 2, 4, 5, 6, and 8. Use the tableabove, and for results of 3 and 7, applytype 4 (the sink glyph, a favorite ofGhaunadaur�s followers).

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House Defense GlyphsHouse defense glyphs usually take the

form of flags or ornate decorationsaround the insignia of the House, and arefound around the walls or borders of theHouse itself. They discharge wheneverdisturbed by a being who does not bear ahouse insignia, or who does not whispera secret �word of passage.� Their effectsinclude all those of way-marker runesplus:

1. A color spray emanates from theglyph outward in a pre-aimed direction;effects as if cast by a wizard of 14th level.

2. Enervation affects triggering crea-ture only, with the normal saving throwapplying.

3. Dispel magic affects all beings,possessions, and other items within a20�-radius hemisphere, centered on theglyph and aimed outward from the sur-face the glyph is drawn on. Existing spellsand item effects are negated, and beingsare prevented from employing spells,spell-like abilities, and item powers for2-5 rounds, even if they move out of theglyph�s radius. This glyph is often em-ployed on balconies, battlements, towerwindows, and cavern ceilings, to plungelevitating, attacking drow to their deaths.

4. Magic reflection When activated,these glyphs do not flash into visibility,but cause a momentary shimmer orripple, as of dark movement, on thesurface they are emplaced on. They affecta 20'-radius sphere centered upon them,and divert all spells and magical itemattacks impinging on, or originatingwithin, this area of effect back on thesources, for full effects. If this is impossi-

ble due to the nature of the magic, thecaster�s magic is merely negated. Whenactivated, the effect remains for 9 rounds.

5. Anti-magic shell This immobile ef-fect is equivalent to the spell of the samename, lasts for 3 turns at each activation,and is usually sited to cover entrances, orin a perimeter ring.

6. Magic missile Nine missiles flashfrom the glyph to the triggering being,unerringly striking for 2-5 hp damageeach. On the next round, another 6missiles fire at any other beings within50� of the activated glyph, one missile pertarget, at THAC0 12. If no other beingsbut the triggering creature are withinrange, this second round of missiles doesnot occur.

7. A black fist appears from the glyph,and smites the triggering being unerr-ingly for 7 rounds, even if the beingbecomes invisible. The hand floats at MV22, is AC0, and has 22 hp. It strikes asdoes a Bigby�s clenched fist (detailed inthe Player�s Handbook).

8. Blade barrier The blades of forcecome into being in a whirling hemi-sphere, centered on the glyph, and pro-jecting outward from the surface onwhich the glyph is placed. The bladeswhirl for 6 rounds, for 8d8 points ofdamage, then melt away into nothing-ness. Normal saving throw applies.

Some of these glyphs and runes mayhave been stolen or learned from surface-dwelling wizards and priests, whose sym-bol and glyph of warding spell effectssometimes duplicate those of drowglyphs. Of course, it could have just aseasily been the other way around.

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01 02

Lolth

Way Shelter Runes

Power Suffixes

03 04 05 06

Sacred Glyphs

Ghaunadaur

Power Suffixes

01 02 03 04

House wizards and drow renegadesseeking to defend their homes and treas-ure-places are always working to devisenew, more powerful symbols.

Accompanying this chapter are a selec-tion of the most common drow symbols.Note that the shape of a symbol does notalways betray its effect.

Drow symbols that have magical pow-ers are always drawn with magical inks,whose formulae are secret.

The finest sort of magical symbol-ink iseverdark, an ancient formula known tothe drow Houses in several cities. Itscomposition remains secret, but is ru-

05 06

07 08

07 08

mored to involve ingredients from no lessa creature than the deep dragon (detailedin this sourcebook), and is understanda-bly rare. Its use is known to increasesome symbol effects by up to 1d6 extra hpdamage, or an additional 1-2 rounds ofeffect, or cause a -1 to -2 modifier tosaving throws (in addition to existingmodifiers); the DM should choose whicheverdark effect best applies.

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Alevai

Claddath

Fey-Brandhe

Kenafin

Ousstyl

House Defense GIyphs

House Glyphs

Arabani

Despana

Freth

Kilsek

Rilynt’tar

Arkhenneld

DeVir

Godeep

Maerret

Teken’duis

Auvyndar

Do’Urden

Helviiryn

Melarn

Tormtor

Power Suffixes

Baenrae Barrison del’armgo

Eilserus Everhate

Hlaund Hun’ett

Lylyl

Azuviir

Noquar

01 0 2 03 04 05 06 07 0 8

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An ideal longterm campaign setting (ormajor event in the background history ofan ongoing surface campaign) is a warbetween drow and dwarves. Neither racehas a high birthrate, and both tend to berich, so many hireswords can be enlisted.Allies such as duergar and human merce-naries, illithids, deep gnomes (and ofcourse, PCs) would spice up the brewconsiderably.

Both drow and dwarves compete for thesame subterranean riches, warring overveins and lodes of mineral-rich ore. Likesurface miners, they prize both puredeposits of metallic ore and gems veryhighly. Drow tend to leave hard, dirtymining work for duergar and dwarves,but often come along after passages havebeen dug and lodes exposed, to seizecontrol of the revealed riches. (�Likewise,�adds Elminster, �if drow have used digspells to expose a rich mineral deposit,dwarven raiding parties have beenknown to �liberate� treasure, too.�) Dis-putes between these territorial races arecommon, and armed skirmishes fre-quent. Where svirfneblin will withdrawfrom strong, persistent drow attacks,dwarves will meet the dark elves withstolid, stubborn fury. More informationon dwarves is given in FR11/DwarvesDeep.

An all-out war in the depths could go onfor years, as the warring sides enlistmonstrous allies or slaves, dig outflank-ing passages, try to cause roof collapsesand �hotrock� (magma) flows to damageenemy settlements and strongholds, anddevise new magic.

DMs should note how such strife wouldaffect the surface world. The price ofgems, steel, dwarven smithy-work andthe like would increase due to lack ofavailability. The price of weapons, food,

and other supplies would also climbthrough increased demand from thedepths. The cost of transportation wouldrise in some areas as competitive under-ground shortcuts were lost to use.

Even PCs not directly involved in thewar would find many opportunities foradventure. Wizards who need certain rarematerial components obtainable only inthe Underdark (usually from monstersdwelling therein) would pay well for sup-plies gleaned in the thick of battle.

In any drow community at war whichcontains more than one noble House,clan, or group, internal strife would be asdeadly as the war itself. The various drowinterests would constantly vie for su-premacy, trying to make drow rivals takemore losses (and blame for defeats) thantheir own House or clan.

Drow war band compositions andequipment vary from community to com-munity and place to place, according tothe wealth, contacts, and religion of thedrow involved. A typical patrol consists of1d6 + 6 warriors, a leader, a commander(who may have 1d3 apprentices/acolytesand/or 1d3 bodyguards), and (30%chance) 1d8 �allies��orcs, bugbears,goblins, or the like. Illithids never fight indrow patrols, although a patrol mightguard one on a journey.

Although there are all-male and all-female patrols (usually from communitieswhere internal hostilities have reachedthe boiling-point), most drow patrols aremixed.

The warriors in a patrol are almostalways armed with hand crossbows (10poisoned bolts, 20 in wartime), shorts-words, daggers, buckler shields, and 1d3javelins, with an atlatl (�throwing stick;�used by drow to hurl javelins, it increasestheir effective range from S3/M6/L9 to

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S5/M8/L11, and requires much practiceto use effectively). Typically 1d6 of thesefighters will be second level� the �basic�drow whose statistics are given in theMonstrous Compendium �Elf, Drow�entry; the others will be of higher levels,usually up to 4th.

The patrol leader is a warrior or war-rior/priest of at least 6th level, and isusually armed with a mace (+3 or better)to denote authority, a hand crossbow,and javelins with an atlatl. This leader isoften male, and a veteran of the Un-derdark, who knows the terrain the pa-trol is encountered in intimately. Inlarger patrols, the leader is usually fe-male, multi-classed, and of 7th or greaterlevel; she may have one or two lieutenantsof either sex, who are fighters of 5th or6th level.

An elite patrol commander is usually(65%) a priestess of 7th or greater level.Her bodyguard will always be femalefighters (of 5th or greater level) or fighter/mages (levels 3/3 or greater). Her �aco-lytes� will be priestesses of the same faith,and 3rd or greater level.

A �duty cleric� of roughly the same levelas the commander will accompany thepatrol as a healer (and as the �eyes� of theclergy, in a Lolth-dominated community).The commander may also have 1 or 2apprentice mages along.

The use of charmed or otherwise docile�carrying slaves� in a patrol is frownedupon by some drow�they are usuallymore noisy than the drow, and theirloyalty is open to question. Slaves arenever present in wartime or �alert� situa-tions; otherwise, they are 20% likely to befound.

In wartime, all patrols use poisonedweapons (the �Drow Craftwork� chapterdetails drow poison effects). Typically, all

warriors in such a patrol carry 1-3 po-tions of healing, in rust-proof steel vialsat their belts and in their boots. Patrolleaders may be of 1d3 levels higher thannormal, and commanders will sometimesbe more important (and powerful) drow.

Cramped subterranean conditionsrarely allow dark elves to amass armies.Strike forces tend to be patrols groupedunder the command of powerful fighting mages or clerics. Such �pincers� typicallyconsist of two to four patrols under thecommand of an �overleader� or �battle-captain� of 9th or greater level, accompa-nied by 1d4 �webmasters� or lieutenantsof 7th or greater level.

The pincers report to the overall leaderof the force, the �battle-lord� or �warmis-tress,� who is usually noble. This leaderwill have a bodyguard (of wartime patrolstrength) of mages, priestesses, messen-gers, and personally loyal guards.

This �command guard� of a force car-ries potions, scrolls, and magical itemsthat can be dispatched where needed in afight�a rich prize for those who canovercome the guard. Such guards arealmost impossible to defeat with muchmagic intact, because its members arepowerful, magically-protected drow whowill fight to the death, using their magiceffectively and with no thought of holdinganything back for later.

Those experienced in fighting drowreport that they are prone to launchingharrying strikes, not sieges, treacheryrather than honesty parley, and actionrather than waiting� they are not patientfoes, and can often be lured into forays orimprudent attacks by insults, harass-ment, and tricks that make them appearfoolish. Adventurers are warned, how-ever, that this is a generalization�be-ware fatal exceptions!

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We only peek here at the vast world underFaerun known as the Underdark. DMsrunning subterranean campaigns shouldconsult the classic GDQ 1-7/Queen of theSpiders, and the FR11/Dwarves Deepsourcebook for further information.

The Underdark is a many-layered net-work of caverns, passages, and rivers ofwater and magma. Its stone ceilings lookdown on strange features: stalagmitessharp as dragons� teeth, lacy rock cur-tains, arches, and graceful bridges. Aheavy, brooding silence is broken byfar-borne echoes. They magnify sounds oflife, cracks and deep boomings of shiftingand shattering rock, and the murmur ofmoving water.

The Underdark is too dangerous formost beings (including drow) to travel inalone. Its natives almost all possess in-fravision�and lurk in the darknesshunting those weaker than themselves.

Areas of the Underdark favored by drowhave large ferrous ore deposits. Adaman-tite and gems tend to be plentiful. Mag-netic forces are strong, and the rock givesoff radiation akin to magical energy.Drow have learned to use and thriveamong these energies.

These radiations prevent teleportationmagic from operating reliably in theUnderdark. The maximum range of suchtravel is half a mile. A teleport will travelstraight for half a mile, then divert intothe nearest open area�even if it is a tinycavity enclosed in solid rock! Near verystrong radiation, teleports are reduced toblink range, or have involuntary dis-placement effects.

Drow eyes see strong radiation by cer-tain rock-glow hues of eerie, vivid blue,green, or amber. Most surface-dwellerscan only guess whether radiation is pre-sent by the occurrence of drow guards

and certain glowing plants.Drow place shriekers around radiation

areas as alarms. Their offspring are usu-ally moved by the drow (who never haveenough alarms), but shriekers seem tothrive and willingly stay near radiation,producing offspring faster than else-where in the Underdark.

Violet fungi are normally found withshriekers�except in strong-radiationareas, which they dislike and avoid. It is alittle-known fact that lots of shriekersand no violet fungi usually means strongradiation. It is known to surface lore thatstrong radiation areas harbor manysmall, harmless glowing mosses and li-chens, which radiate a great variety ofcolors.

Such areas are also known to createplants and monsters of unusual size,with deformities, or additional or aug-mented features. Many tavern-tales tell oftwo-headed purple worms, flying ropers,or other horrors of the depths. If suchmonsters are powerful and entrenched inlairs, drow work around them, leavingthem as guardians to discourage others.Spiderlike mutants are revered by Lolth-worshipping drow as the work of thegoddess. The drow may even feed themwith captives or lured intruders.

A campaign could focus on a band ofadventurers exploring one strong-radia-tion area after another, mining them ofriches and monsters for sale to surfacemarkets. Such �endless exploration�campaigns take on a survivalist flavor;tools, food, necessary supplies, and ex-ploration strategies become paramount,and the usual intrigue and treasure lessimportant.

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This chapter details some importantcreatures who associate with drow, orcompete with them in the Underdark.Enterprising individuals may enslave,domesticate, or befriend such creatures.

Drow wizards have been known to use(or be used by!) small creatures from theAbyss, as familiars�when such are avail-able. (These rare horrors are not detailedin this book.) More often, a drow wizarduses a deep bat (detailed herein) or othersort of bat (see �Bat� in Volume One of theMonstrous Compendium); a spider ofsome sort (see this chapter and �Spider�in Volume One of the Monstrous Compen-dium); a snake (see �Snake� in VolumeOne of the Monstrous Compendium); or aspitting crawler (described in this chap-ter). Other creatures may be used if theDM desires.

When a drow wizard character employsa find familiar spell in the Underdark,use the following table in place of the onethat appears in the spell entry in thePlayer�s Handbook:

Drow Wizard Familiar TableD20 FamiliarRoll1-3 Deep Bat4-5 Bat, Common6-7 Bat, Giant8 Mobat (see �Bat�)9-13 Spider (DM�s choice of species)14-16 Snake, Poisonous17 Snake, Spitting (or special type)18 Spitting Crawler19 DM�s choice (special creature)20 No familiar available, in range

The creature most often domesticatedby drow is the subterranean, or �deeplizard�, detailed in Volume One of theMonstrous Compendium (under �Liz-

ard�). These are used both as beasts ofburden, and (by drow mercenaries, no-bles, and notable warriors) as steeds.

Deep lizards can scale stone as easily asa spider. Their soft, sticky, three-toed feetallow them to run along walls and ceil-ings, leaving a less obvious �heatprint�

enemies.Subterranean lizards move in velvety

leaping �scurry rat� of the depths.Monstrous Compendium- format en-

tries for drow-related creatures of theRealms follow. Some are old favorites;

trail for infravision-using monsters or

silence; their favorite prey is the fast,

others are revealed for the first time.

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Bat, Deep

Azmyth Night Hunter Sinister WerebatCLIMATE/TERRAIN: Any temperate/any Any temperature/any Any/any Any/anyFREQUENCY: Rare Uncommon Rare Very RareORGANIZATION: Solitary Hunting Packs Bands Solitary

ACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: High (13-14)

Nocturnal/any Any See belowCarnivore Omnivore Any/blood (in bat form)Average to high (8-14) Average to Varies

Exceptional (8-16)

TREASURE:ALIGNMENT:

NilChaotic neutral

M, 0, Z (in lair)Neutral evil

NilLawful neutral

All possibleVaries

NO. APPEARING:ARMOR CLASS:MOVEMENT:

1 1-12 (1-30 in lair) 1-6 1 (1-2)2 6 3 73, F1 24 (A) 2, Fl 18 (A) 2, F1 21 (A) Varies (usually 12)/1, Fl

14 (C)

HIT DICE:THAC0:NO. OF ATTACKS:

2192

2 + 2194

4 + 4171

Varies131

DAMAGE/ATTACK: 1/1-2 1-4/1-2/1-2/1-6 or 3-12 2-5 1-2SPECIAL ATTACKS: Magic use Nil Magic use Bite effectsSPECIAL DEFENSES: Magic use Nil Energy field Nil

MAGIC RESISTANCE: 40%SIZE: S (3� wingspan,

length up to 4�)

Nil 70% NilM (up to 7� wingspan) L (9� wingspan) M

MORALE: Elite (14) Steady (11)X.P. VALUE: 650 175

�Deep bats� are Faerunian varieties of bat known to beactive in both the surface world and the Underdark. Thefour most important of these species are described in thiscollective entry.AzmythAzmyths live on flowers, small plants, and insects. Theyare solitary wanderers, though they do have �favoritehaunts� to which they often return. They often formpartnerships with humanoids for mutual benefit, some-times forming loyal friendships with such beings.Azmyths have been known to accompany creatures fortheir entire lives, and then accompany the creatures�offspring. The lifespan and mating details of azmyths arepresently unknown. They are not familiars as wizardsunderstand the term; no direct control can be exercisedover one except by spells.

Azymths have crested heads and bearded chins, white,pupilless eyes, and leathery gray, mauve, or emerald greenskin. They emit shrill squeaks of alarm or rage, andendearing, liquid chuckles of delight or amusement. Theycommunicate by 60�-range telepathy, and have 90�-rangeinfravision. They can know alignment thrice per day,become invisible (self only, for 6 rounds or less; endingwhen the azymth makes any successful attack) once perday, and create silence 15� radius, centered on them-selves, once a day.

In combat, azmyths bite (1 hp damage) and stab withtheir powerful needle-sharp tails (1-2 points). Twice per day,an azmyth can unleash a shocking grasp attack, transmit-ting 1d8+6 points of electrical damage through any directphysical contact with another creature. This attack can becombined with a physical attack for cumulative damage.

Champion (15-16)2,000

Night Hunter

Varies (12+)Varies (usually 975)

This species is also known as a �dragazhar,� after theadventurer who first domesticated one as a pet, long ago.Nocturnal in the surface Realms, it is active at any time inthe gloom of the Underdark. It will eat carrion if it must,but usually hunts small beasts. Desperate dragazhar havebeen known to attack livestock, drow, or humans.

Night hunter packs (known as �swoops�) dip down tobite prey (1d4), rake with their wing claws (1-2 each), andslash (1d6) or stab (3d4 damage) with their dexterous,triangular-shaped, razor-sharp tails. They often stalktheir prey, flying low and dodging behind hillocks, ridges,trees, or stalagmites, so as to attack from ambush. Nighthunters have 180�-range infravision, but rarely surpriseopponents, as they emit weird, echoing loon-like screamswhen excited.

Night hunter lairs usually contain over thirty creatures(three hunting bands or so). They typically live in doubled-ended caves, or aboveground in tall trees, in dense woods.Night hunters will not tarry to eat where they feelendangered, so their lairs often contain treasure fallenfrom prey carried there. Night hunters roost head-down-wards when sleeping. They are velvet black in hue, even totheir claws, and have violet, orange, or red eyes.

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SinisterThese mysterious, jet-black creatures most closely resem-ble manta rays�they have no distinct heads and necks,and their powerfully-muscled wings do not show theprominent fingerbones common to most bats. A naturalability of levitation allows them to hang motionless inmidair. This unnerving appearance and behavior hasearned them their dark name, but �sinisters� are not evil.

Aboveground, they prefer to hunt at night, when their160�-range infravision is most effective. They will eatcarrion if no other food is available, and regularly devourflowers and seed-heads of all sorts.

Sinisters are both resistant to magic and adept in itsuse. In addition to their pinpoint-precision levitation,they are at all times, when alive, surrounded by anaturally-generated, 5�-deep energy field akin to a wall offorce. This field affords no protection against spells ormelee attacks. Missile attacks are stopped utterly; normalmissiles are turned away, and such effects as magicmissile and Melf�s acid arrow are absorbed harmlessly.

In addition, all sinisters can cast one hold monster (asthe spell) per day. They usually save this for escaping fromcreatures more powerful than themselves, but may use itwhen hunting, if ravenous.

Curiously, though they are always silent (communicat-ing only with others of their kind, via 20�-range, limitedtelepathy), sinisters love music; both song and instrumen-tal work. Many a harper or bard making music at awilderness campfire has found himself surrounded by asilent circle of floating sinisters. Unless they are directlyattacked, the sinisters will not molest the bard in any way,but may follow the source of the music, gathering nightafter night to form a rather daunting audience.

Sinisters are usually encountered in small groups, andare thought to have a long lifespan. Their social habits andnumbers are unknown.

WerebatThe bite of a werebat can transmit a rare variety oflycanthropy. Humanoids bitten by werebats change to abat-like form at night�even if deep in the Underdark.Werebats retain the intelligence, alignment, Hit Dice, andability of speech possessed in their other form. They arefully alert and aware in both forms, and possess acutehearing in either form.

Werebats are heavy and clumsy in flight. Driven byblood-lust, they hunt in bat-form (usually alone). The biteof a werebat�s long, hollow fangs punctures and drainsblood for 1-2 hp damage, and saliva on the fangs causesweakness with no saving throw. The effects are equal tothe wizardly ray of enfeeblement spell, and last 1d4rounds. In addition, if a cure disease or neutralize poisonspell is not cast on the bitten victim within nine turns(application of a slow poison allows the curative spellsgiven above to be successful if cast within 36 turns), thevictim has a 80% chance of contracting lycanthropy. Thelycanthropy will be of werebat-form only, and its effects willbe felt gradually, over the month following the werebat�sattack.

Werebats are virtually indistinguishable from non-lycanthropes when in their humanoid form, but onceafflicted, most tend to become solitary, and may bedark-eyed, shy, and elusive. They rarely inhabit lairs asbats, returning to the habitations of their other formbetween excursions in bat form.

Most werebats are desperate, lonely individuals. Manyactively seek treasure, hoarding it so that they canpurchase a magical cure for their lycanthropy. Silver, holywater, and the like do no special damage to werebats ineither form. They are not undead, cannot be turned, andare immune from controlling attempts by bat-influencingmagic or vampires.

Azmyth Nighthunter Sinister Werebat

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Dragon, Deep

CLIMATE/TERRAIN: Hill and mountain caverns, sub-terranean

FREQUENCY: RareORGANIZATION: Solitary or clan

ACTIVITY CYCLE: AnyDIET: CarnivorousINTELLIGENCE: Exceptional (15- 16)

TREASURE: SpecialALIGNMENT: Chaotic evil

NO. APPEARING: 1 (2-5)ARMOR CLASS: 0 (base)MOVEMENT: 12, F1 30 (C), Br 6, Sw 9

HIT DICE: 14 (base)THAC0: 8 (base)NO. OF ATTACKS: 3 + special

DAMAGE/ATTACK: 3-12/3-12/3-24SPECIAL ATTACKS: See belowSPECIAL DEFENSES: Variable

MAGIC RESISTANCE: VariableSIZE: H (24� base)MORALE: Fanatic (17-18)X.P. VALUE: Variable

Deep dragons are little known on the surface world. Theyare the old, wise, wide-ranging �silent hunters� of theUnderdark. �The drakes of the depths� are cunning andpatient, placing their survival�followed by their joy ofhunting�above all. Deep dragons carefully amass andhide treasure in various caches, guarded with traps andmagic. They are able to use most magic items, and willretain those they seize for personal use.

Deep dragons are an iridescent, eye-catching maroonwhen they hatch. Soft-scaled and unable to change form,they keep to their birth-lairs until they have mastered boththeir other forms�that of a giant, winged worm or snake,and a bipedal human (or drow) form.

Combat: Deep dragons burrow and fight with theirpowerful, stone-rending claws, tearing plate armor, bonycarapaces, bones and flesh alike. They love to fight and tohunt prey through the lightless caverns of the Underdark,employing their various forms to follow prey.

In snake form, they are AC 6; MV 9, Fl 4 (D), Sw 11. Theylose their claw attacks, but gain a constriction attack(successful attack roll required, does 3d8 damage/round,hampers victim�s movement, spellcasting, and attacks:causing -1 on all attack rolls and a 1-point armor classpenalty).

In human form, a deep dragon is AC 10, MV 12, Sw 12,and does damage by spell or weapon type. Armor can beworn, but it is always destroyed (doing the dragon 2d4damage in the process) in any transformation of shape. Adeep dragon can alter the size, shape, hue and features ofits bipedal form to resemble a human, elf (surface or drow),half-elf, half-orc, orc, hobgoblin, dwarf, duergar, or anysimilar creature of like size. It can do this well enough toalways be taken for a being of such a race, but is only 66%likely to copy a specific being well enough to be mistaken

for that individual.Deep dragons are wary in battle and approach, but find

spell and claw-to-hand combat well-nigh irresistible. Theywill avoid obvious traps, ambushes, and open combat withmagically-strong, numerous opponents trying to findthem, but delight in stalking prey, pouncing on creatureswithout warning, and using their spells to bury opponentsunder rockfalls, or smiting with destructive spells.

Breath weapon/special abilities: A deep dragon�s breathweapon is a cone of flesh-corrosive gas 50� long, 40� wide,and 30� high. Creatures in the cloud can save versusbreath weapon for half damage (if they have dry, exposedskin, they save against the flesh-eating gas at -2). Cloth,metal and wood are not affected. Leather, however, is inthe same position as dry, exposed skin.

Deep dragons cast spells at 9th level, adjusted by theircombat modifiers. Deep dragons are born with infrav-ision, innate immunities to charm, sleep, and holdmagics, and the ability to detect magic unerringly. Theyalso have true seeing. Deep dragons are immune toextremes of heat and cold (-3 on each die of damagetaken, to a minimum of 1 hp/die).

As deep dragons age, they gain the following additionalpowers:

Very young: assume snake form three times/day (no timelimit on form, can change back at will).

Young: assume bipedal or �human� form thrice/day.

Juvenile: gain one additional form change (each form) perday, gain ability to regenerate 1d4 hp every turn.

Adult: regenerate ability strengthens, to 1d4 hp every 6rounds. Gains ability of free action at will.

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Mature adult: regenerate ability increases, to 1d4 hpevery 4 rounds. Gains ability to levitate three times/day(usable in combination with free action).

Old: gains the ability to transmute rock to mud and usetelekinesis three times/day.

Very old: gains the ability to move earth three times/day.

Venerable: gains the ability to passwall twice a day, anddisintegrate (non-living matter only, but can be used onundead or the clothing and gear worn and carried by aliving being) twice per day.

Wyrm: gains an additional use/day of all powers gainedfrom �Old� age to date, also the ability to stone shape twiceper day, and use tongues once/day.

Great wyrm: the power to use repulsion thrice/day isgained, affecting undead and all living creatures exceptother true dragons. One additional daily use of stoneshape and tongues is also gained.

Habitat/Society: Deep dragons roam the Underdark. Theyare great explorers, and even venture (particularly whenthey are young adults) up and about the surface worldfrom time to time�particularly to regain stolen treasure,take revenge on foes, and to seize or steal magic.

Otherwise, deep dragons are found in trapped, well-defended lairs in the Underdark. They often use theirpowers to reach caverns inaccessible to most creatures(including themselves in full-size dragon form), and tofashion physical, monstrous (transplanting harmful fungiand similar creatures), and magical traps to defend them.Deep dragons often work with drow, as guardians that thedrow feed regularly with slaves, captives, and drow whohave earned the death penalty.

Ecology: Deep dragons have been known to eat almostanything, but they particularly prize the flesh of clams(!),fish, kuo-toa, and aboleth. They view cloakers and mindflayers as dangerous rivals in the Underdark, and seek toeliminate them whenever possible. Deep dragons avoidconfrontations (or even openly revealing their presence) toother dragons, if possible, and will never fight or steal fromothers of their own kind.

DMs are reminded to consult Volume One of theMonstrous Compendium when using this monster; thepowers and characteristics generally shared by dragons(see 2-page �Dragons� general entry) apply to Deep Drag-ons.

Age Base Lgt� Tail Lgt� AC

1 1-5 1-4 32 5-14 4-12 23 14-23 12-21 14 23-32 21-28 05 32-41 28-36 16 41-50 36-45 27 50-59 45-54 38 59-68 54-62 49 68-77 62-70 510 77-86 70-78 611 86-95 78-85 712 95-104 85-94 -8

BreathWeapon2d8+14d8+26d8+38d8+410d8+512d8+614d8+716d8+818d8+920d8+1022d8+1124d8+12

Spells: Wizard/Priest MR Treasure Type XP Value

Nil Nil Nil 2,000Nil Nil Nil 3,000Nil Nil Nil 4,0001 Nil H,Q 6,0002 25% H,Qx2,E 8,0002,1 30% H,Qx3,E,S 10,0003,2 35% Hx2,Qx4,E,S 12,0004,2,1/1 40% Hx2,Qx4,E,S,T 15,0004,2,2/2 45% Hx3,Qx5,E,S,T 16,0004,3,2,1/2,1 50% Hx3,Q,E,S,T,U 17,0004,3,3,2/3,2 55% Hx3,Q,E,S,T,U,V 18,0004,3,3,2,1/3,3,1 60% H,Q,E,S,T,U,V,X,Z 19,000

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CLIMATE/TERRAIN: AnyFREQUENCY: Very rare (Uncommon in Abyss)ORGANIZATION: Hunting packs

ACTIVITY CYCLE: AnyDIET: CarnivoreINTELLIGENCE: Very (11-12)

TREASURE: NilALIGNMENT: Chaotic evil

NO. APPEARING: 1-12ARMOR CLASS: 4MOVEMENT: 8, Wb 16

HIT DICE: 6 + 6THAC0: 15NO. OF ATTACKS: 3

DAMAGE/ATTACK: 2-5/2-5/2-12SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See below

MAGIC RESISTANCE: 30%SIZE: M (6� diameter)MORALE: Champion (15)X.P. VALUE: 4,000

Myrlochar, or �soul spiders,� are the servants of Lolthmost often summoned from her dark otherplanar domainby rituals of worship or supplication to the Spider Queen.In the Abyss, they are tireless hunters, and often discoverand pass through interplanar gates, portals, and othermethods of transit, to reach other planes. There, theyroam freely, wreaking havoc until destroyed.

Vicious and cruel in their hunting down and slaying ofweaker creatures, myrlochar appear as skeletal spiders,whose brown, russet, or ivory-yellow bones glow with afaint greenish-yellow radiance, and whose eyes glow a fierycherry red.

Lolth�s dictates force them to obey a single commandfrom any summoner�to their own destruction, if neces-sary. Thereafter they are free to roam the plane they havebeen summoned to at will, so long as they do not harm thepersons or activities of beings who openly worship theSpider Queen. Typically, they find cover, and from it beginan almost playful hunting and killing spree�until theyfinally encounter an opponent powerful enough to slaythem. Myrlochar summoned together tend to remain in ahunting group during this period of freedom.

Combat: The skeletal bodies of myrlochar are surprisinglystrong and agile. In battle, they strike with the bony pointsof two elongated forelegs (sometimes with enough force topenetrate a shield), and with saw-edged jaws.

The magical bite of a soul spider does 2-12 damage.There is always a 1 in 6 chance that 1 hit point of anymyrlochar bite damage will be permanently drained fromthe victim�and gained by the soul spider. It is this powerthat gave the myrlochar its nickname, among long-agoCalishite desert nomads and northern barbarian tribes ofthe Realms.

In addition, the bite of a myrlochar can also affect itsvictim with one of two magical effects (the intended victimreceives a saving throw versus spell, at -3, to avoid either

Myrlochar

effect): hold person (lasting 4 rounds) or reverse gravity.Except as noted, these effects are identical to the wizardspells of the same names.

Myrlochar can navigate and fight normally even inmagical darkness, by means of acute hearing, smell,vibratory senses, and a sort of active sonar sense, and arenot adversely affected by bright light. They make no soundin normal movement, and can pass through webs withouthindrance (including the sticky effects of a web spell, towhich they are immune).

Myrlochar produce no webs of their own, but can adhereto walls, ceilings, the webs of others, weapons (especiallypolearms) and other items. Soul spiders use these as toolsand reaching-aids rather than weapons.

Myrlochar can levitate at a vertical movement rate of 6per round. They can use this ability to slow themselveswhen falling or leaping, with effects equal to a feather fallspell. Myrlochar typically employ polearms or other reach-ing aids to pull themselves closer to a ledge or quarry whenlevitating.

Myrlochar produce and use no poison, but are immuneto all poisons. They are not undead and cannot beturned�but share immunities to sleep, charm, and hold-related spells with many undead.

Habitat/Society: Myrlochar form hunting packs both onthe Abyssal layers and on other planes. No one has everseen young soul spiders, nor do they seem to form familygroupings or mating pairs.

Ecology: Myrlochar never seem to age. They regeneratelost bony matter very slowly (at the rate of 1 hp/4 days), canreattach severed legs and body parts, and will eat the fleshof any creature they can catch. Nothing hunts them exceptfearful intelligent opponents trying to be rid of them� andfoolhardy adventurers, often in the employ of alchemists.Powdered soul spider bone is a potent ingredient in themaking of items and enchantments involving free actionand levitation.

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Pedipalp

Large (Schizomida) Huge (Amblypygus) Giant (Uropygus)

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

RareAll except arctic/all except tundraRare Very rareSolitary or hunting packs

ACTIVITY CYCLE:DIET:INTELLIGENCE:

Any (most active in darkness)CarnivoreNon (2)

TREASURE:ALIGNMENT:

M, Qx2 Qx4, TNeutral

I

NO. APPEARING:ARMOR CLASS:MOVEMENT:

1-4 1-4 1-27 4 212 12 6

HIT DICE: 1+1 2 + 2 4 + 4THAC0: 19NO. OF ATTACKS: 1 3 3

DAMAGE/ATTACK: 1-8 1-6/1-6/1-8 1-8/1-8/2-8SPECIAL ATTACKS: Nil Grip Grip, poison gasSPECIAL DEFENSES: Poison immunity

MAGIC RESISTANCE:SIZE:MORALE:X.P. VALUE:

S (up to 4� long)Average (9)

NilM (4�-6�)Steady (11)

35 175

L (8�-12�)Elite (13)650

Pedipalpi, also known as �whip scorpions,� are found onvarious worlds. They vary somewhat in powers and habits;those of Toril are described here.

Pedipalpi resemble a cross between a spider and ascorpion, and can be found in many colors. Brown and tanare the most common, but russet and bottle-green individ-uals are also numerous. All pedipalpi are immune to allsorts of poisons and corrosives (including acids andnoxious vapors). They are often used by drow (cf. �Elf,Drow� in Volume 2 of the Monstrous Compendium) ashousehold guardians, pets, and as the equivalent ofhunting dogs.

Pedipalpi of Toril mate once every eight months or so,the female producing a cluster of 2d20 soft-shelled eggs.These are injected into the body of a creature disabled(typically pinned under rocks, and/or with joints broken)by the pedipalp couple, and when they hatch, eat their wayto freedom.

Large PedipalpThese scuttling creatures are common in the Underdark ofToril, where they dine on rats, worms, and other smallprey. Equipped with two grasping arms and fearsome-looking mandibles, the schizomidae are incapable ofgrasping prey larger than themselves. �Large� pedipalpi(which may be as little as a foot long, when fully grown)lack the distinctive whip-like feelers of their largercousins.

Huge PedipalpThese creatures have developed two 8�-long, whip-likefeelers (which they use to probe possible traps, fissures,and other unseen areas) in place of one pair of legs.Another pair of legs (the two foremost, closest to the

1-8-damage mandibles) have developed spiny pincers onthe ends.

Besides biting in combat, huge pedipalpi (or amblypygi)use these pincers to strike. After a successful (1-6 points ofdamage) hit, the pedipalp automatically applies a crushinggrip, unless the victim makes a successful bend bars/liftgates roll. The grip causes 2-12 damage on the secondround, and on every round thereafter, until the victimbreaks free (with a successful bend bars roll; one is allowedeach round) or the pedipalp is slain. The pedipalp may use

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its bite on others during this time, if it can reach otherprey. If it elects to bite the creature it is gripping, it attacksat +6 to hit. (The grip requires the use of both thepedipalp�s pincers: if they elect to attack another being,the grip is broken.)

Giant PedipalpThe uropygi have whip-like feelers and spiny pincers likethe smaller amblypygi. They also have dangerous-looking,whip-like tails, that rather resemble the stings of scorpi-ons when held aloft. The tail actually serves only as a feeler;these pedipalpi attack with two pincers and a bite.

After a uropygus scores a pincer hit (1-8 points ofdamage), it has the option of abandoning its other pincerhit that round in favor of a gripping attack. If it does so,the victim is allowed a bend bars/lift gates roll. If this rollfails, the pedipalp establishes a grip. On the followinground, it automatically bites (for 2-8 points of damage),and crushes (for 2-16 points of damage). This damage isrepeated each round until the uropygus is slain, breaks itsgrip to face another opponent (each attack from anothercreature has only a 1 in 2 chance of causing this; 2 in 12 ifthe attack hits), or one of the two bone-armored, spinedgripping pincers is severed. A pincer will take 20 hit pointsof damage before being severed (consider these pointsseparately from the pedipalp�s true hp total), and has aneffective armor class of 0.

Giant pedipalpi can also discharge a noxious vapor threetimes a day. This acrid, irritating, wet yellow gas expandsin a single round, to affect a 20�-radius sphere centered onthe pedipalp, before dissipating harmlessly. All non-pedipalpi creatures in this area must save versus poison,or be affected with twitching muscular tremors andspasms for 1-6 rounds (forcing them to fight at -3 on allattack rolls).

Habitat/Society: Pedipalpi of Toril are far-wanderinghunters, who roam fearlessly in search of food, establish-ing no territories and heedless of foes. They will team up toface prey or opponents larger than themselves, butotherwise hunt alone or (if weak or young) in pairs.Pedipalpi never fight or hunt other pedipalpi, or otherarachnids of any kind.

Ecology: Pedipalpi poison-sacks (which resemble fist-sized, flexible walnuts) are valued by all who deal inpoisons: a strong disabling poison can be distilled fromthem. The spined foreleg-pincers of pedipalpi serve manygoblinkin as maces, and the feelers of a pedipalp can beused in battle as a whip (1d2 damage, 1 vs. L), for 3d4 daysafter the creature is slain. Thereafter, the feelers dry outtoo much, and crumble into useless fragility. No otherparts of pedipalpi are safe or palatable eating for mostcreatures.

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Rothe, Deep

CLIMATE/TERRAIN: Any/subterraneanFREQUENCY: UncommonORGANIZATION: Herd

ACTIVITY CYCLE: AnyDIET: HerbivoreINTELLIGENCE: Animal (1)

TREASURE: NilALIGNMENT: Neutral

NO. APPEARING: 2-20ARMOR CLASS: 7MOVEMENT: 9

HIT DICE: 2THAC0: 19NO. OF ATTACKS: 3 + special

DAMAGE/ATTACK: 1-3/1-3/1-8SPECIAL ATTACKS: ChargeSPECIAL DEFENSES: See below

MAGIC RESISTANCE: NilSIZE: M (4� high)MORALE: Average (10)X.P. VALUE: 65

Rothe (pronounced �roth-AY�) are squat, strongly-builtcreatures who resemble musk oxen�with curving horns,cloven hooves, and long, shaggy coats of thick hair. Theyhave evolved into two very similar strains: the smaller,magically-gifted subterranean or �deep� rothe, and thelarger �surface� rothe.

Rothe have dirty brown coats, darkening to almost blackon the legs and underbelly, and have dark green or blackhooves and horns (ivory color if freshly broken off orgrowing back). Their eyes tend to be yellow or pinkish, andthey communicate with snorts, grunts, and sniffs. �Ghost�rothe have white coats, and can employ temporary silence(see below). Rothe regularly regenerate lost horns, and caneven, over time (usually a season or so), regenerate lostlimbs. The sexes appear identical unless the rothe havebeen sheared.

Combat: Rothe bite for 1-8 points of damage (�ghost� rothedo 2-8), and slash with their horns (those of deep rothe do1-3 each, those of their surface cousins 2-5 each, andghost rothe deal 2-8 each). The curvature of the hornsmakes goring with them almost impossible, except againstopponents above the rothe�s head (such as stirges,would-be riders, reckless folk attempting to slay the rothewith a dagger, and so on). If a rothe scores an attackagainst a foe in such a position, it will gore, doingmaximum possible horn damage.

Rothe are not particularly intelligent, but have aninstinctive wariness of being surrounded or penned in.Beings who try to surround them, herd them, or raise netsand barriers around them learn that rothe instinctivelyreact to any observed encircling movement (and there arealways rothe on watch) by drifting away from such traps,while grazing. Rothe always scout the areas in which theygraze�they know where precipices and gorges are to befound, and unlike buffalo, cannot easily be stampeded intokilling falls.

If panicked by harrying attacks or successful entrap-ment, rothe will try to break free of creatures who areharrying or herding them by outrunning them. If this isimpossible, the rothe always turn to face those workingagainst them, and charge in a solid wedge of packed flesh.The impact of such a charge has been known to shatterstone walls, uproot trees, and do creatures standingagainst it 2d4+1 points of impact damage per rotheinvolved in the charge. Rothe have such strength anddetermination, when panicked, that the destruction orimmobilization of the frontrunners in a charge will notturn the charge aside or end it. Those behind trample theirdisabled comrades and continue on. The charge of a herdof 8 or more rothe automatically hits, unless targets canget out of its way.

The charge of a lone rothe requires at least a straight,level or descending path or route at least 60� in length. Itcounts as an extra attack, delivered at THAC0 13, and does2d4 shock damage per current hit die of the rothe (rounddown). A rothe, even if it runs onto impaling spears or thelike in its charge is never stunned by the force of its ownimpact. Even if it is dying from the damage it has taken inthat round, the rothe gets its usual three attacks, all at +1to hit.

The churning hooves and weight of a charging rothe do4d4 hp damage (surface rothe) or 2d4 damage (deeprothe). Victims are allowed to save for half damage.

Rothe have minds of such determination that charm,sleep, hold and similar magics directed against them,even if successful, require 1d4+1 rounds to take effect. Awizard rarely has time to charm a rothe charging againsthim, and turn it away!

Habitat/Society: Rothe dislike bright light, and normallymake their lairs in caves, overhangs screened by densethickets, or subterranean cavern networks. They arenimble rock-climbers, leaping from ledge to ledge with skill

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and uncanny balance. They will often escape up a cliff facefrom pursuers, sometimes galloping across loose scree todeliberately start a rockslide. Such slides typically carrypursuers backwards/downhill 6d10 feet in a round. Vic-tims caught in the slide suffer 6d6 rock-impact damage (or2d6 mud-and-stones damage), half that if a DexterityCheck succeeds.

Although rothe depend on the presence of abundant waterto support the mosses, lichens, and ferns they so like to eat,they do not enjoy swimming or immersion in water�andcreatures who keep herds of domesticated rothe oftenconfine them on islands, knowing that the water will provea strong ally in keeping a herd from wandering.

Rothe always band together with others of their kind toform a herd. They never fight with others of their own kind(unlike cattle, rothe bulls never fight for dominance).Rothe work together in herds, the stronger escorting andguarding the weak and the young. Some individualsremain alert and on watch at all times, while others feed orsleep. Rothe sleep standing up, and if caught in severeweather or conditions (such as a blizzard on the surface,or a mudslide underground), they stand together in a solidwedge of flesh.

Rothe young are AC7; MV 10 (deep) or 15 (surface); 1HD; #AT 3; 1/1/1-4; THAC0 19; and are visibly smallerthan adults. They tend to be more inquisitive, but areseldom left unescorted�and will always obey the gruntsand head-gestures of their adult escorts.

Ecology: Rothe are raised by many subterranean races asfood.

Those who hunt rothe prize not only their beef-like flesh,but make their shaggy hides into tents, cloaks, and othergarments that provide warm protection against bone-chilling cold and biting winds. Some traders in the Northcall rothe hide, with its thick fur or hair still attached,�shield-against-the-winds-fur.�

Rothe-bone is tremendously strong and durable, butslowly dries out to become brittle; in hard usage, boneimplements rarely last more than six years. Boiled orsteamed rothe bones become temporarily flexible and canbe woven into iron-strong frameworks, to form a base forshields or tents (whose fabric is often rothe hide, inter-woven with what wood or metal scraps the barbarians cansalvage). Rothe horns, cleaned and polished, can serve asdrinking-jacks or hunting horns. Large, splendid ones arehighly prized in the North.

When trained, rothe can serve as steeds for dwarves andsmaller beings. They are raised for their meat, and to serveas beasts of burden by merchants and farmers, in all areaswhere they are found.

Training a rothe to simple ploughing or hauling tasks isa process of leading and rewarding (with sweetgrass,berries, and flowers, their favorite foods), which takesabout a �ride� (ten days). Training a rothe to serve as asteed takes four to seven rides, depending on the numberof commands and manoeuvers it is expected to master.Training times will be lengthened if the rothe becomes illor seriously upset (by seeing another rothe or otherlivestock violently killed, or being confined near a largefire) during the process.

Rendered rothe fat is an alternative ingredient in themaking of potions of vitality.

Deep RotheThe staple diet of many drow and duergar communities,these herd animals of the Underdark are small, standingonly 4� high at the shoulder when fully grown. They arepowerfully built, being on average just as wide as they aretall.

Deep rothe have 90� infravision, and eat fungi, lichensand mosses. They are immune to all known mold and fungispore or contact effects. The cold damp of even the deepestice-locked caves of the north is as nothing to them. Used toattacks by blood-drinking bats and stirges, rothe are adeptat rolling or ramming their shoulders and heads into rockywalls with sudden speed to crush and/or dislodge suchopponents; half charge damage applies, with no damage-lessening saving throws allowed.

Each deep rothe can manifest dancing lights to signalits fellows twice per day, 140-yard range. This is used tosignal its location, the presence of food, danger, and so on.Different messages are communicated by subtle differ-ences in the hue and movement of the lights. These lightsare often mistaken by adventurers for will o� wisps or thework of unseen mages.

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Solifugid

CLIMATE/TERRAIN:

FREQUENCY:ORGANIZATION:

ACTIVITY CYCLE:DIET:INTELLIGENCE:

LargeAny warm/desert

Rare

Nocturnal

Huge GiantAny temperate/any dry, non- Any temperate/any (subter-mountainous ranean)Very rare Very rareHunting bands

Any AnyCarnivoreNon- (2)

TREASURE:ALIGNMENT:

Q Q,SNeutral

Nx4 ,Qx2

NO. APPEARING: 1-6 1-6 1-4ARMOR CLASS: 6 5 4MOVEMENT: 9 11 12

HIT DICE:THAC0:NO. OF ATTACKS:

3+317

5 + 5152 or 1

6 + 615

DAMAGE/ATTACK: 2-8 (bite) 3-12 (bite) 4-16 (bite)SPECIAL ATTACKS: GripSPECIAL DEFENSES: Nil Nil Poison immunity

MAGIC RESISTANCE: NilSIZE: M (up to 5� long) M (up to 6�) L (up to 9�)MORALE: Average (10) Average (10) Steady (12)X.P. VALUE: 175 420

Solifugids exist on several worlds; those of the Realms(which differ slightly from those known elsewhere) aredescribed here. Also called �false spiders,� �camel spiders,�or �sun spiders,� solifugids are arachnids that roam ashunters rather than spinning webs. They have segmented,hairy bodies, powerful hooked beaks, and ten legs�theforemost pair ending in hooked, powerfully-muscled fore-joints equipped with clamps. Their bodies tend to bebrown, dun, russet, or yellowish in hue, their eyes bloodred or glossy green-black.

Combat: In combat, solifugids try to strike prey with theirclamp-equipped forelegs. These do no damage, but shouldeither arm score a hit, any victim of �Large� or smaller sizeis caught in the solifugid�s mighty grip. Only one creatureat a time may be caught in a solifugid�s grip.

The entire frame of the creature is constructed tomaintain this grip against all forces; the only way to winfree is to slay the solifugid (its grip relaxes 1-2 rounds afterdeath occurs) or to sever one of the forelegs. A limb can besevered by a disintegrate spell, any attack that deals a limb50 or more hit points of damage. In all cases, damage to alimb should be considered separately from the hp total ofthe creature.

A solifugid may voluntarily relax its grip at any time.This usually occurs only when a gripped victim is visiblydead (head gone, etc.) and another target presents itselfthat might otherwise escape. Large solifugids are toostupid, and too driven by a killing instinct, to be charmedor influenced by any known spell or power into relaxing agrip, or shifting attacks from one being to another. Theother two varieties may be controlled by use of spells ordevices empowering a being with arachnid control (someof which, used by drow, are detailed in this sourcebook).

A solifugid�s only attack is by its beak (the listed damagegiven, which varies from type to type of solifugid).

650

Creatures in a solifugid�s grip are attacked at +3 to hit.

Habitat/Society: Giant solifugids roam the Underdark andthe warmer mountain fastnesses of Faerun, hunting byday or night. Huge solifugids roam surface wastelands allover the realms, being particularly numerous in Raurinand in the Shaar, where they lie in wait in gullies for herdsof wild animals (or nomadic tribes) to pass. A few of themcan be found in the Underdark, particularly beneath large,rolling plains or deserts such as Raurin and the Shaar.Large solifugids, the weakest of the breed, are sometimesfound in the Underdark, but prefer hot desert climates(such as Calimshan and Durpar). They come out at night,when the sands are cooler and the darkness cloaks them,to hunt. Their prey often includes other predators, such assnakes and scorpions. They band together to bring downlarge or dangerous prey�especially prey that may endan-ger them later, if left alone.

Ecology: Solifugids are immune to all known poisons, andcan eat poisonous creatures with impunity. Their dietconsists of everything, from large insects knocked downwith their forelegs to wandering giants�every sort ofcreature, that is, except other solifugids, whose taste isabhorrent. A really hungry solifugid will attack anythingthat moves.

Solifugids are fearless, but by instinct avoid fights thatwill not profit them. Therefore, solifugids never fightothers of their kind�nor, in the Underdark, amid drowwho have spells to control arachnids, and other powerfulweapons, do solifugids attack drow. It is easier and moreprofitable to obey or avoid the dark elves, gleaning richermeals from allowed prey. Woe betide wounded drow,however, who find themselves alone after a battle in theUnderdark with two or more solifugids!

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Sword Spider WatchspiderThis large, non-webspinning hunter is native to the

Mhair jungles. It can tolerate a wide variety of tempera-tures, and was long ago introduced into the Underdark bydrow traders. It has a sleek, hairy black body, striped withdark brown fur, and its legs have bony, segmented plates,with raised, sharp ridges that cut like sword-blades.

Against formidable prey, a sword spider uses a �leapimpalement� attack, bounding up to 30� horizontally toland atop an opponent, with its legs together in a forest ofimpaling blades. It gets only one attack roll�but ifsuccessful, the victim suffers full damage from 3 leg-bladesif S or smaller, 4 blades if M-sized, 5 blades if L, 6 if H, andall 8 if G. If the sword spider descends more than 20� in itsleap, +1 point of damage is added to each leg. Any upwardattack made by the target of such a leap strikes at thedescending sword spider at -4 to hit, due to the difficultyin getting past the forest of blades.

Watchspiders are fairly common in guild and richmerchants� cellars and warehouses in Sword Coast cities,from Neverwinter (north of that is too cold) to Lantan.They are a specially-bred subspecies of Huge Spiders(detailed in Volume 1 of the Monstrous Compendium,under �Spider�), raised and trained as guardians by theMhairuun merchant family of Waterdeep, and other folknative to Tharsult. Drow have secretly purchased thesearachnids in great numbers from these breeders, and havebegun their own training programs and power-augmenta-tion experiments.

Trained to obey a single master, and not to attackcertain other beings designated by the master, watch-spiders are schooled in disabling spellcasters and avoidingpiercing weapons in battle. (They have acquired Lowintelligence through breeding, over centuries.)

Their venom has also been magically altered, to cause2d4-turn paralysis, not death, with an onset time of 1-2rounds, if a victim�s save vs. poison at +1 fails. They areotherwise identical to huge spiders, including their inabil-ity to spin webs. If starved for long periods, they tend to

Hairy Hunting

devour paralyzed prey.

Sword Watch

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Spider, Subterranean

CLIMATE/TERRAIN:

FREQUENCY:ORGANIZATION:

Hairy HuntingAny non-arctic/any Any/Any subterranean

Common Rareswarms Solitary

Sword WatchAny/any (prefers jun- Any temperate/anygles)Very rare RareSolitary As trained and deployed

ACTIVITY CYCLE:DIET:INTELLIGENCE:

TREASURE:ALIGNMENT:

OmnivoreLow (5-7)

Nil (except as familiars)Neutral evil

AnyOmnivoreAverage (8-10)

NilLawful neutral

CarnivoreAverage (8-10)

NilChaotic evil

CarnivoreLow (5-7)

All possible (guardian)Lawful neutral

NO. APPEARING:

ARMOR CLASS:MOVEMENT:

1-20 (familiar: 1)

814, Wb 9

1 1 (2-5 in drow pens or Varies; usually 1-6emplacements)

4 3 68, Fl 10 6, Wb 8 (also in trees) 18

HIT DICE: l-l 3+3 5+5 2+2THAC0: 20 17 15 19NO. OF ATTACKS: 1 1 9 1

DAMAGE/ATTACK;SPECIAL ATTACKS:SPECIAL DEFENSES:

1 (bite)Poison

1-3PoisonNil

2-8 (bite)/2-12x8 (legs) 1-6Leap impalement Poison (see below)

MAGIC RESISTANCE:SIZE:MORALE:X.P. VALUE:

NilT (6� or less in diameter) L (10� in dia.) L (12� in dia.) M (6� in dia.)Average (10)65

Elite (13)650

Elite (13)2,000

Hunting Spider

Fanatic (17)420

This entry details four arachnid species common in theUnderdark, or at least in drow habitations there. Thereverence of most drow for Lolth causes them to at leastrefrain from attacking spiders out of hand, and thisrelative safety, plus the large amounts of ready food thatlarge settlements generate, has caused spiders to gatherand live in the drow communities and drow-controlledareas all over the Underdark.

Hairy Spider�Hairy� spiders get their name from their appearance:they�re the little, hand-sized, viciously biting hairy blackthings found in jungles, the Underdark, tombs, andcaverns all over the Realms. They bite chunks out ofvictims� flesh as they crawl and swarm (hunting ingroups). They can�t spin webs, but can readily move in thewebs of other spiders. They are immune to all knownspider venoms.

Their weak venom (save at +2, to avoid all effects)causes a temporary l-point armor class penalty to thevictim, as well as -1 on attack rolls, and -3 on dexterityscores when checks are made. These effects take hold onthe round after a bite, and last for 2-5 rounds.

Hairy spiders are sometimes used by wizards (especiallydrow mages) as familiars, as they are able to carry smallitems, walk on walls and ceilings, have no fear of fire, andhave 60� infravision. Some (40%) of hairy spiders candetect invisibility (a 4 in 6 chance, each round).

Up to forty hairy spiders can swarm on an average-sizedhuman, all biting at +5 to hit, once attached. Hairyspiders are remarkably resistant to crushing damage; tobe detached, they must be individually struck or tomaway�rolling or crashing about into walls, et cetera isusually ineffective at removing or destroying clingingspiders.

Hunting spiders, also known as �Chasm spiders� in theUnderdark due to the usual location of their lairs, are giantversions of the flying spider known in Undermountain(beneath the city of Waterdeep). Like their smaller cousins,hunting spiders have translucent, gossamer wings. Theycan use these to aid and steer in prodigious leaps,traveling up to 70� horizontally, and can fall any distancewithout harm upon landing (so long as their wings areintact, and have room to beat).

Hunting spiders never sleep, and are never surprised.Their vision gives them the natural ability of true seeing.

The bite of a hunting spider forces a save against (�TypeA�) poison at +2. If the throw fails, the victim takes 15 hpof damage, 1 per minute, the loss starting 10-30 minutesafter the bite. If the save is made, no damage is suffered.

A hunting spider can be trained as a guardian. If fedregularly, it need not use its poison to hunt prey, and canremain in one place�a patient, alert and attentive guard,which can recognize a master (and other approvedpersons) by smell, voice, and gestures, and will remainloyal. Many serve wizards (especially drow mages) asfamiliars.

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Spitting Crawler

CLIMATE/TERRAIN: Any non-arctic/subterraneanFREQUENCY: RareORGANIZATION: Solitary

ACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: Low (7)

TREASURE: NilALIGNMENT: Lawful neutral

NO. APPEARING: 1ARMOR CLASS: 6MOVEMENT: 16

HIT DICE: 2THAC0: 19NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-2SPECIAL ATTACKS: Acid spitSPECIAL DEFENSES: cling to vertical + upside-down

surfaces

MAGIC RESISTANCE: 30%SIZE: S (averages 3� long)MORALE: Steady (12); see belowX.P. VALUE: 175

Spitting crawlers are lizards of the Underdark, often usedas familiars by subterranean-dwelling wizards (such asthe mages of the drow). Subterranean crawlers are slim,lithe, darting lizards with frog-like toes on their feet�theyrather resemble the surface-dwelling skink, equipped witha creeper frog�s large, splayed, bulbous toes. These stickytoes enable a spitting crawler to silently climb and walk onceilings, to better reach food. Spitting crawlers aregray-green in hue, with a lighter, mottled grey underside.They can remain motionless for long periods if beingwatched, to appear part of the rock they are clinging to.

spider and insect venoms, and to the attacks of all knownoozes, slimes, jellies, and mold spores (including deadly,monstrous sorts).

Spitting crawlers who serve as familiars gain the moraleof their companion wizard if it is greater than their own.Over time, they become close to their masters, and willfight to the death to protect or avenge them. Spittingcrawlers can tolerate a wide range of temperatures, butenjoy soaking up the body heat of a master by riding aboutagainst the master�s skin, curled up around the back ofthe neck, or perched inside a shirt or tunic. An angryspitting crawler hisses loudly; cunning crawlers can alsomimic human coughing or muttering noises, to leadbeings away or lure them into traps.

A spitting crawler can leap upwards 10 plus 1d4 feet,and spring horizontally up to 18�. Crawlers have elasticbodies, which absorb the shock of landing�if a crawlerfalls or leaps down 30� or less, it takes no damage; if it fallsa greater distance, apply 1d4 falling damage per 10� fallenonly in addition to this 30� �safe� distance.

Combat: A spitting crawler can run about on walls andceilings at a movement rate of 12, in silence. Its toothedbite does only 1-2 points of damage, but three times a day,a spitting crawler can spit a stream of acid up to 20� withgreat accuracy (+5 to hit).

Its green, acrid discharge is corrosive to metal and fleshalike, and does 2d4 hp of damage to any creature hit, aswell as causing skin disfigurement and an ongoing,itching burning (victim suffers -1 on attack rolls, a1-point armor class penalty, and cannot rest or study, for3d12 turns). If diluted with water or wine within 4 roundsof striking, the duration of its effects drops to 2d8 turns.

Against metal, the acid burns an ever-widening hole. Ifnot diluted with water or wine, this reaction will continue,until a shield, for example, is reduced to powder. Affectedmetal spreads the reaction to adjacent, touching metal�achainmail shirt to gauntlets, for example. If the affectedarmor is removed, and a Dexterity Check succeeds, thereaction does not spread to other metal worn or carried.

Habitat/Society: Spitting crawlers avoid larger creatures,lurking in fissures and cracks until such dangers havepassed. Their favorite food is sleeping bats, and their mostcommon fare the centipedes and other insects that scuttleand roam through the Underdark. Spitting crawlersusually come in contact with adventurers only through awizard�s use of a find familiar spell. Spitting crawlers andthe most intelligent sorts of spiders are perhaps the mosthighly prized familiars of drow wizards.

Ecology: Spitting crawlers eat lichens, slimes (includingthe deadly green slime, and monstrous oozes such as thegrey ooze), small rodents, and insects. They can go for longperiods without eating. If a master keeps a spitting crawlerwell fed, gives it lots of water to drink and the occasionaltreat (strong-smelling cheeses are a favorite), it will not bedistracted from assigned tasks by food.

(The victim�s armor class suffers by at least 1 point,depending on the severity of the acid�s destruction.) Wateror wine halts the metal-destroying reaction immediately.

Spitting crawlers cannot be stunned or affected bycharm, sleep, or hold. They are immune to all known

Spitting crawler toes are a spell ink ingredient andalternative material component for spider climb spells,and a distillate from their acid glands, mixed with water,yields enough acid to fill one glass canister (�grenade-likemissile,� as described in the Dungeon Master�s Guide) ofacid.

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CLIMATE/TERRAIN: Any/anyFREQUENCY: Very rare (common in Abyss)ORGANIZATION: Solitary

ACTIVITY CYCLE: AnyDIET: OmnivoreINTELLIGENCE: High (13-14)

TREASURE: NilALIGNMENT: Chaotic evil

NO. APPEARING: 1 (1-4 in Abyss)ARMOR CLASS: 10 (10 when materialized)MOVEMENT: 12

HIT DICE: 6 (10-sided dice)THAC0: 15NO. OF ATTACKS: See below

DAMAGE/ATTACK: See belowSPECIAL ATTACKS: See belowSPECIAL DEFENSES: See below

MAGIC RESISTANCE: 50%SIZE: M (or L, as giant spider)MORALE: Champion (15-16)X.P. VALUE: 6,000

Yochlol, �the handmaidens of Lolth,� are denizens of theAbyss. All known yochlol serve the Queen of Spiders, andappear on the Prime Material Plane only at her command,when summoned by rituals of worship to her.

Yochlol normally appear as misty columns of ale-brownor (more rarely) dark red, emerald, or violet gas. In thisform, they are AC -10, appear as hazy, mobile smudges inthe air, and have a strong, acrid, disgusting odor. Theycan extend pseudopods of their form or change the shapeof their gaseous cloud to better hide, reach prey, orcompress themselves to fit through thin apertures.

Yochlol must materialize to carry items or to makephysical attacks, into one of three forms: an amorphous,one-eyed column resembling a roper or a half-burnedbrown candle, with eight pseudopods; a giant spider; or abeautiful female human or elf.

Combat: In its gaseous form, a yochlol can be struck onlyby +1 or better magic weapons, and its touch affectsothers as if they had suffered the effects of a stinking cloudspell. It cannot carry, move, or use physical items in thisform�such things simply fall through it.

While in gaseous form, a yochlol will be healed (gaining3d4 hp) if a stinking cloud spell is cast on it. A gust of windspell that overcomes its magic resistance deals it 6d6points of damage, but this spell must be delivered by�touch� (i.e. the caster must move or reach into an areaoccupied by the gaseous yochlol, suffering its harmfuleffects upon him, to deliver the magical attack).

A wind walk spell will destroy gaseous yochlol automati-cally (regardless of their magic resistance), if they are�touched� (as described above) by the caster. A priest ableto affect multiple persons with his wind walk spell candestroy the same number of yochlol, so long as the priestcan �touch� them all on the round the spell is cast, or onthe next round (this touch attack prohibits furtherspellcasting in that round).

Yochlol

In elven or human form, a yochlol is AC 10, but can weararmor, and use weapons and magic items normallyemployed by priests or fighters. Yochlol act as sixth-levelfighters, including the ability to employ a melee weapon in3 attacks every 2 rounds if they have specialized in itsuse�and most yochlol have had centuries of practice inbutchery, if they care to master a single weapon.

In spider form, a yochlol is AC 10, but otherwiseconforms to a giant spider (as described in Volume 1 of theMonstrous Compendium, under �Spider�) in all respects.The poison of its bite causes death at the end of the sameround if the victim�s save fails, but otherwise has no effect.

In its �amorphous column� form, a yochlol has up to 8pseudopods, each of which does 1d4+3 damage per blow.These appendages are fully prehensile, but lack thedexterity and grasping strength to use weapons properlyin combat.

In all of their forms, yochlol have 18/50 strength,160�-range infravision, and take only half damage fromcold, electricity, and fire-based attacks of all sorts, andfrom corrosive or poisonous gas effects.

The gases and fires of a summoning ritual do not harma yochlol, but feed it, giving it a focal presence on the PrimeMaterial Plane, and if it fully materializes, fuelling itsjourney from one plane to the other. Except in a summon-ing ritual, a yochlol in fully gaseous form takes no damagefrom gases or acids, but takes full damage from fire. If ayochlol is attacked with fire on the Prime Material Planewhile it is still surrounded by the fires of its summoning,it can direct that fire right back at the source, taking noharm from it.

Most fires on the Abyss feed a yochlol�s substance withnoxious gases, and therefore harm a yochlol little or not atall. In the Abyss, yochlol take no damage from poisonousor corrosive gas effects. Fire magic directed at a yochlol in

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the Abyss will do half damage to it, as the flames will be elven forms to befriend, love, and aid beings of Faerun inmagical, not fuelled by substances native to the Abyss, and tender and kind ways, or to set right one being�s injusticeslinked to the yochlol�s essential nature. and wants with a seeming disregard for the being�s

In all forms, a yochlol can use the following spell-like alignment�or the yochlol�s own cruel nature. Most sagespowers, one at a time and once per round: domination, believe this sort of behavior is a result of a yochlol�s innatemind blank and plane shift. Except as noted, these capriciousness and need to do something different, as wellpowers are all identical to known priest and wizard spells. as a desire to let others know of its existence, power, andUse of one power negates or ends the effects of previously- name. Lolth seldom lets such independent jaunts lastactivated powers. A yochlol can also choose (as its power long, but rarely punishes yochlol for them; they appear touse for that round) to alter its own alignment aura to that be an accepted, necessary �safety valve.� They also serve asof any other chosen alignment. This disguise is effective a way of gathering information about the Prime Materialagainst all known forms of non-divine detection. plane, checking on the loyalty and doings of Lolth�s

In human or elven form, a yochlol can exercise one other faithful, and spreading rumors of her gathering power.spell-like power: it can cure light wounds (1d8+1 hp) onitself or another touched creature. This ability can only be Ecology: In gaseous form, yochlol absorb needed nutri-used twice per turn. ents from gases and liquids (such as water or blood). In

A yochlol can perform an action, change its form, and physical forms, yochlol eat the flesh of living things withcarry out another activity all in the same round. It can their mouths, or by flowing to envelop the body of chosennever change its form twice in the same round, or make prey (usually after it has been disabled or slain). They mustmore than one use of a spell-like power. eat at least once every 20 days. Prey that are within, or

If a yochlol uses armor in human or elven form, it must partially within, a yochlol are bitten by many tiny suckingbecome gaseous before changing to another physical form, mouths, which collectively deal the victim 10d4 damagecausing the armor to fall away. If it does not, the armor will per round. Yochlol typically devour all matter except bones.be rent and twisted during the transformation, doing the These they exude through their bodies in a harmless butyochlol 4d6 damage in the process. Such armor is ruined, disgustingly spectacular spray, or leave behind in aalthough it may be salvaged and repaired by a skilled collapsing heap when they become gaseous.smith. Yochlol essence (derived by heating collected portions of

a yochlol�s gaseous form in a closed vessel, or boilingHabitat/Society: Yochlol take pleasure in dominating and portions of one of its physical forms) is a valued ingredientinflicting cruelty on lesser creatures. They enjoy a good in spell inks, preparations, and castings involving mindfight, exulting in the rage that defiance awakes in them. blank, shape change, stinking cloud and wraithformAll known yochlol serve Lolth, and by her command do not spells or item effects.engage in any treachery or combat against her or eachother. Yochlol hiss, sneer, and shriek a lot when dealingwith other creatures; they share an unlimited-rangetelepathy with Lolth whenever they are on the same planeas the Spider Queen, or even when partially materializedon the Prime Material Plane (use of this communicationprevents the exercise of any spell-like power during thesame round, and is impossible once a yochlol has material-ized fully on the Prime Material, even if it subsequentlychanges its form back to gaseous). Yochlol share atelepathy with other yochlol when within 90� of each other,and readily work together in combat to more effectivelydefeat foes.

Among themselves, yochlol have few rivalries, andcannot be tricked or coerced into attacking each other orworking against Lolth in any way. They do, however, enjoymaking their own mark�especially on the Prime MaterialPlane.

Yochlol delight most in escaping from those who havesummoned them (whom they must serve faithfully in oneaction, by Lolth�s command) and wandering at will in thePrime Material plane, working mischief. A �free� yochlolwill use its various forms as disguises, and use cunningploys and subterfuges to turn evil beings to its ends,working damage by intrigue, murder and deception. It willnot go on an open killing spree unless enemies of itssummoners or of Lolth menace it during the ritual of itssummoning, and are present for it to battle. Yochlol like toterrorize lesser beings, whispering their names so thatsurvivors will remember and fear them.

On many occasions, yochlol have used their human or

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