Professional Documents
Culture Documents
Credits
Design: Ed Greenwood Typesetting: Ries Graphics
Editing: Newton Ewe11 Cover Art: Jeff Easley
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ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered
trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc.
To Roger Moore, for glimpses of drow, dwarves, and a campaign of warfare between them.
Most of all, to Bob Salvatore, for bringing the drow to life in the Realms and spinning tales of
the Realms to warm many a fireside, down the passing years!
2•
Drow. The Dark Elves. Those Who Have unheralded flagstone path that leads to
Turned to Evil. In elven tongues, they are Elminsters Tower.
referred to by several names: tirl What did The Old Sage, among the
aukhbhet-ess, tuer lothnil, and duiss greatest (and almost certainly the most
aszbhar. All of these translate to The widely-experienced) living mages of Fae-
Accursed. The elegant, dark and deadly run, know of drow? I quickened my steps
drow are a hated and feared race. as I framed the question half a dozen
In the dangerous caverns of the Un- ways, thinking on how best to approach
derdark dwell many horrible monsters, His Crustiness.
including the drow. Obsidian-skinned Hearing a familiar chuckle from off to
kin to elves, this fell race has won mastery the left, I took the side-path that led down
of magicand a cruel reputation. Small to Elminsters Pool. Perhaps he was doing
children of Faerun hear whispered tales dishes or laundry (or rather, sitting and
even before they are officially warned of talking, smoking his infernal pipe, while
Those Below. Lhaeo did the actual work), or maybe he
As everyone knows, drow come by was I stopped dead.
night, sporadically raiding the surface Elminster was sitting, yes, smoking,
realms with their twisted magic and their definitelybut he was also chuckling at
near-invulnerability to the magic art of the low, murmured words of a visitor.
most wizards. They are masters of subtle Words that ceased abruptly at my arrival,
treachery, and cannot be trusted even by changing to silent hand-movements,
their fellows. head-shifts, arched brows, and a complex
Were they not divided into warring shifting of expressions.
factions, theyd no doubt have overcome a Elminster laid a level gaze upon me,
realm or two before thisand mayhap nodded in a wait-and-bide-quiet man-
(quietly, now; theyve spies everywhere) ner, and turned his attention to his
even have already, on the sly, here on guest. His hands, shoulders, and what
the very sunlit surface of Faerun! Eh could be seen of his face above the beard
smile not! Have ye not heard of strange also moved, in a silent, high-speed ges-
magic and doings, and this an that going ture-talk that seemed concerned with the
short, that never ran out before? Well safety of my presence, and what I might
tis going below, mark yeto them. reveal. I forgot to wait and bide quiet in
So much I heard from a dozen hire- the approved inscrutable manner; I was
swords and caravan-guards in the tav- too busy staring.
ems of Waterdeep when I asked about Before me, shoulder-deep in the pool,
drow (a subject best avoided, they gave was a very beautiful elven woman. Her
me to know). Armed with the ever-accu- head and shoulders were framed by a
rate lore of the average sword in the cascade of fine, snow-white hair, which
street, I used a secret gate I knew, and in pooled in the water around her in an
a single step was flung from the City of impressive nimbus. Ruby-red eyes, set in
Splendors. Half a world away I flew, to the a delicately-featured obsidian face, darted
old green trees of Shadowdale; between from Elminster to me like licking flames
two old and gnarled forest giants, actu- in the gathering twilight.
ally, just across the high road from the The drow ladyI could only call her a
Introduction • 3
lady held a swirled-crystal wineglass It definitely wasnt easy, but you now
clear of the water. Green, spiced drow hold the end result: a sourcebook explor-
wine sparkled within its depths. A simi- ing the fascinating, often deadly culture
lar draught occupied a matching glass on of the drow in (or rather, under) Faerun.
a rock beside The Old Mage. Elminster helped, as did Susprina, but
Elminster smiled, and turned to me. they both warn that much here is incom-
Well met, he said. May I present no plete: adventurers may well learn more at
closer, please; shes rather apprehensive, their peril. Moreover, in the other worlds
and for reasons of modesty wont come where they are found, drow may vary in
out of the water just nowmy onetime customs and details from the informa-
apprentice, Susprina Arkhenneld. tion given herein. As The Old Mage says
He held my eyes almost challengingly. I (all too often, it seems): Ye Have Been
remembered that one knelt on one knee Warned.
to ladies of esteem (even when theyre
bathing in a pond), and did so. Elminster
smiled. Aye, shes drow. Mystra minded
not. Have ye become so expert in the ways
of Faerun that ye must stand as
dumbfounded as a local? Ye came to ask
me something?
I took a deep breath, and tried a smile
on the angry-looking Susprina. This
wasnt going to be easy. . . .
4 • Introduction
The drow, or dark elves, are a fearsome Drow females tend to be bigger and
and mysterious race to most surface stronger than males. Both sexes tend to
dwellers in the Realms. Their essential be lithe, slim, and graceful in build,
characteristics, statistics, and game-re- features, and movements, much as other
lated details are given in Volume 2 of the elves appear to human eyes.
Monstrous Compendium, under the
heading Elf, Drow. Drow Intelligence
This chapter augments the informa-
tion given there, as the essential first step Drow are also very alert and inquisitive,
toward the goal of this work: bringing the simply as survival traits in their twisted
drow of the Realms to life, for easy DM society. This mental readiness gives them
reference and ready use in play. an intellectual advantage over most crea-
tures. When creating drow characters,
Drow Build DMs may elect to add +1 to Intelligence
score rolls, and +1 or +2 to Dexterity
Drow vary in shape, features, and hair scores, to a maximum of 18. Note that
color as greatly as humans do. The only while drow Intelligence is augmented,
exception to this rule is their uniformly drow Wisdom is not the all-pervasive
jet-black skin (the few exceptions tend to teachings of Lolth, and the limited expo-
be bone-white albinos). sure to other societies, beings, and sur-
The majority of drow have snow-white roundings, are not conducive to a wide
hair from birth, yellowing (if female) or and reasoned experience of the world.
graying (if male) and thinning with great Drow are rarely surprised. DMs should
age. Rare drow have naturally silver or add the expecting attack +2 modifier to
copper-hued hair, although there are all drow surprise rolls. This is because
those who deliberately dye their hair drow always expect attack, whether in
silver (see the chapter on Drow Religion, the wild Underdark or surface world, in
under Eilistraee). their own cities (where rival drow may
Most drow have red eyes. Others have strike with a dagger, dart, or spell at any
green, brown, or black. Various shades of time), or even at home (where rival family
gray, even amber and rose-hued eyes are members may seize an unguarded mo-
not unknown. All drow eyes tend to grow ment to prune the family tree).
redder when they are angry or upset. To reflect the true deadliness of drow in
Yellow eyes usually denote illness, dis- combat, DMs are urged to have them use
ease, poisoning, or the presence of cer- shrewd strategies, be alert and respon-
tain detrimental magics. sive to PC foes preparing spells and other
Blue and purple (and all the tints dangers to come, and so on. Typical drow
thereof) are the most unusual eye colors, tactics include arranging ambushes
and usually denote human or surface- where known dangers can be used, such
elven blood somewhere in the drows as loose rocks that can be knocked down
ancestry. atop intruders. Anti-personnel traps,
Drow teeth may be black, white, or such as strategically-placed phycomids,
purple, and their gums, tongues, and and glass bulbs filled with ascomoid
throats pink, red, or purple. spores, are also not uncommon in the
6 • Chapter 1
to evoke dancing lights, faerie fire, and choice of which, according to the situa-
darkness. These powers vary slightly tion) per level of the creating drow, above
from place to place according to lineage, (not including) 4th level. The number of
natural differences between individuals, light sources created by the dancing
differences in the prolonged favor of drow lights effect also increases by one for
deities, and variations in the local inten- every two levels of the creator beyond 4th:
sity of the natural radiation of the Un- that is, one additional at 6th, another at
derdark. Drow control over them varies 8th, and so on. Range and control also
with mental state, sickness, age and increase by 10/level beyond 4th. A creat-
training, and other conditions. A dying ing drow who has received even rudimen-
drow may knowingly pour his or her life- tary training can always create an effect
force into the exercise of these powers, of lesser size, range, and efficacy than the
doubling or even trebling their area of maximum possible (e.g. a 5-radius
effect, duration, and/or damage, if the sphere of darkness around a foes head,
DM desires. DM NOTE: CONCENTRA- rather than a 20-radius sphere cloaking
TION IS NOT NECESSARY FOR DROW the foe and four companions).
TO CONTROL BASE POWER EFFECTS. The darkness cast by the natural power
In general terms, these powers may all of drow is globe-shaped. Its base size
be used only once every 24 hours (144 (the maximum usable by drow of 4th level
turns). For example, a drow who levitates or less) is a sphere of 20 radius. Like the
may not re-awaken that natural power darkness created by a priests spell, it is
until 144 full turns have elapsed from the impervious to both infravision and nor-
instant levitation ceased. Any natural mal sight. True seeing and the vision of
spell-like power can be used continuously certain creatures (such as extra-planar
for 1 round per level of the drow, plus a beings and inherently magical or created
round. It can be ended prematurely by creatures such as gargoyles, golems, and
certain hostile magical effects (such as homunculi) can penetrate drow dark-
dispel magic), by the will of the drow ness. Certain magical devices are also
employing them, or by the undertaking of effective against it: for example, a gem of
spellcasting or the use of another base seeing sees through it, noting its pres-
power by the same drow (drow must ence only as a dark tint over a distinct
concentrate to maintain their spell-like area, and the pale light property of a
powers, and can only use one at a time). gem of brightness dispels it. (Use these
The base powers create effects inde- references as a guide in judging the
pendent of a drows person; once un- results of drow-darkness contacts with
leashed, they can be moved about by the other magic.)
creating drow (at a base MV of 16) by Drow of above fourth level gain mature
effort of will. powers of levitate, know alignment, and
Except as noted in this chapter, all of detect magic.
these effects function as the spells of the Drow priests and priestesses also gain
same names, detailed in the Players additional spell-like powers (in addition
Handbook. The areas of effect of the last to their spells) through divine favor.
two spells increase by 10 square feet, or These include clairvoyance, detect lie,
in a globe, 2 of additional radius (DMs suggestion, and dispel magic. At the
8 • Chapter 1
professional explorers. advancement to a halt between 17th to
Drow wizards can become quite power- 19th level due to simple lack of experi-
ful (see the section which follows). Else- ences and materials.
where in this sourcebook, the spells and
magical items they can craft and/or use Driders Misfit Drow
are detailed.
Some unusual familiars can appear in In the dangerous societies of Lolth-wor-
the company of these folk. Drow wizards shipping drow, there are a few individu-
favor watchspiders and hunting spiders als who openly defy the Spider Queen, or
(both detailed under Spider, Subterra- whose actions show a possible disregard
nean in this sourcebook) as familiars, for her will, aims, and the safety of her
but more often must employ snakes, clergy and the drow community. These
spitting crawlers, pedipalpi, solifugids, suspect drow usually perish through
and all manner of spiders, instead. The their own actions, or are driven into exile,
really fortunate ones acquire the compan- where they die at the hands of some
ionship of an azmyth. (All of the afore- predator of the Underdark.
mentioned creatures are detailed in the A few, however, manage to escape the
Monsters section of this book.) wrath of their betters. These drow are a
danger to Lolth particularly if they show
Level Advancement and signs of wanting to defy clerical author-
Exceptional Drow ity, or change the balance of power and
wreck the community (by ending House
Drow without exceptional prime requi- rivalries, for example, or allowing toler-
sites (not counting PCs, and noble NPCs) ance of the other drow faiths). All drow
cannot advance beyond certain limits in wizards are considered potential haz-
their experience levels. ards, and must undergo The Test to
Drow are considered as elves, as far as determine their loyalty both to the nobil-
level restrictions under Table 7 on page ity and the Spider Queen.
15 of the Dungeon Masters Guide.
The limits as priests and wizards, The Test
however, do not apply: drow are limited in
advancement as priests only by the will of The abduction of wizards at about the
their gods (who typically end such ad- time they reach 6th level, and conducting
vancement by destruction or elevation to a test of their loyalties is a paramount
demigod servant-status around 22nd duty of the priestesses of Lolth. (Loyalty,
level), and as wizards only by the availa- of course, varies from being to being, at
bility of new spells to learn, tutors, and the willsome say whimof the Queen
magical items or components to study of Spiders.)
and experiment with. Simply put, DROW Testing always involves a thorough
WIZARDS HAVE NO LEVEL RESTRIC- magical mind-reaming, so that no decep-
TIONS. Those who have a taste for adven- tion is possible. In rare cases, the individ-
ture are effectively unlimited in level ual must be magically transported to
advancement; those who are stay-at- Abyssal layers controlled by Lolth, for her
home-studiers are typically slowed in personal attention. Some die during The
10 • Chapter 1
paralyzed for 1-2 turns. It is normally day. This loss is cumulative, continuing
delivered by the driders 1d4-damage until a live creatures blood is ingested.
bite. Hit points are restored at the rate of 1d6
In their transformation driders become points per hit die or level of the meal.
immune to all poisons, but lose most of This death wish, coupled with the rage
their magic resistance (down to 15%) and hopelessness most driders feel, re-
from over 60%). Drow can use two weap- sults in a near-berserker fury in com-
ons in battle (two strikes per round, bat(save versus fear at +4, and no morale
normal hit probability), as long as one check).
weapon is the size of a long sword or Driders are violent, aggressive, tireless
smaller. hunters, governed by shame, hatred, and
There is a 50% chance that a drider will fear, who delight in nothing more than
gain the ability to spin webs in its slaying drow. They rarely associate with
transformation. These webs can be spun drow or other driders, though occasion-
10 times per day. Each one covers a 10- ally other outcasts or even drow commu-
square area, and acts as a rope of entan- nities will come to some task-for-reward
glement (detailed in the Dungeon Mas- agreement with a drider or two. Such
ters Guide). Only the drider that created agreements usually seem to end with the
such a web can use it; it is a danger to all death of the drider, due to treachery or
other creatures. the impossibility of the task. A surprising
Driders can wear armor for their upper number of driders take precautions that
bodies if they can find it, but the bulk of carry one or more drow down to death
their bodies remains unprotected any- with them in these instances.
way. Driders with access to helms and Most driders hunt alone, or in the
shields may employ these when they company of 2d6 huge spiders (10%
know they must face flaming oil or other chance). They are tireless stalkers, for
missiles. When they close for battle, they hunting is all that is left to most, to give
often hurl protective gear at their oppo- purpose to their lives. Their blood-thirst
nents, as missile attacks (typical damage and desire to do the maximum harm
1d4 + 1, ranges S1/M2/L3). (especially to drow) leads most driders to
arrange many traps, missile-caches
Drider Life (such as boulders that can be dislodged
from ledges), and ambush sites around
Embittered by their fate, driders are their habitual lairs. These are to discour-
driven out of drow communities, or age drow hunting bands (drow youths
penned in sealed-off or guarded areas of often try to prove themselves, or enjoy a
the Underdark to fend for themselves little sport, by drider-baiting or -behead-
(and slay intruders who might otherwise ing).
go on to penetrate the drow community). A lone drider can surprise opponents
Many are driven by the desire to die, half the time (any roll of 1-5 on a d10), by
preferably in battle with drow. All are moving as silently as possible. Its hear-
driven by a spider-like thirst for blood; ing, smell, and sight are improved, and it
they must consume blood at least once can flawlessly climb walls (although it is
every 4 days, or lose 1d6 hit points per too heavy to cling to ceilings).
12 • Chapter 1
Few surface dwellers know the true na- openly in the wild Underdark.
ture of drow society. Legends speak of
huge, nightmare-inducing underground Spiders and the Drow
cities, strong magic and an effete, proud
culture far beyond those of surface elves. Drow have a strong affinity for arachnids.
Held as more reliable are the beliefs Most of them worship the spider goddess,
that drow society is run by females, and Lolth, whose priestesses dominate drow
that drow have an affinity for spiders, societyand whose ritual Test is forced
living with and perhaps worshipping on many drow of 6th level or higher. The
them. Drow are generally thought to be Test, as mentioned earlier, is an exami-
cruel, treacherous slavers. What then can nation of loyalty and skills, and is
be learned beyond this, with the aid of a thought to be infallible. Failure carries its
drow archmagistress and Elminsters own horrible price.
prying? Lets find out, shall we? Those who pass are rewarded with
increased status in their community,
Station and Rank usually with immediate promotion
within the priesthood. Others are sent on
Drow society is strongly matriarchal, a quest set by the goddess. This usually
with females holding all positions of involves a dangerous mission against
power and responsibility in government, specific targets in the surface world.
the military, and in the home. Males are Even among drow who do not worship
effective fighters, and can become priests Lolth, an affinity for arachnids is strong.
and wizards of minor power. Outside Spiders and similar creatures often dwell
drow communities, they are rarely en- among drow communities, and are prom-
countered without female commanders. inent in drow sculpture, art, and fashion.
Male-commanded drow groups are gen- Drow door-carvings and frames, for ex-
erally either streeakh, suicide squads, ample, are apt to sport a motif of repeat-
or are dobluth (outcasts) who have re- ing crawling spiders. Drow homes are
jected the traditional authority-structure often decorated by translucent, draped
of the drow. grey hangings that emulate spiderwebs.
Social station is the most important Even games of tag, especially the court-
thing in the world of the drow. Ascension ing games of hide-and-seek played at
to greater power is the ultimate goal in festival-times by young drow, are known
drow society. Assassination is the pre- as spider hunts, and any battle or
ferred tool in this job. It must be used endeavor in which a drow dies fighting is
discreetly in the city setting, for to openly known as his last bite.
murder or wage war (on a rival House)
brings down the merciless might of drow Social Organization
justice (not because of the act itself,
simply as punishment for the boorish act There are two major social groupings
of fighting in public). among the drow. These are the relatively
Outside the patrol-range of cities, how- unimportant (according to priestesses of
ever, might is right, and Houses and Lolth) merchant clans, and the staid,
merchant clans often battle each other monolithic noble houses. In truth, both
14 • Chapter 2
that drow communities are not torn apart ings. Lolth and her clergy do not, how-
by continual, bloody warfare. ever, advocate any sort of holy war.
Most internal combat therefore takes Lolth sees her People best served by the
the form of eternal manoeuvering for competitive striving of individuals, ca-
small advantages. Underhanded in- bals and factions among drow society and
trigue, poisoned knives in dark alleys, her priesthood, and by the efforts of
vicious trade rivalries, and dirty dealings individual drow communities. In this
are all a part of normal drow life. way, the race grows stronger without
breeding in decadence, weakness, and
Dark Elven Dealings laziness (unlike, say, the kuo-toa).
Drow trust no other creatures, includ- Drow even practice cannibalism when
ing (or especially) other drow. The rela- their numbers grow too great for a given
tions of such a paranoid race with others hold or community. Only the aged are
is uneasy, to say the least. used as food, as the survival of the young
Possible equals (the drow admit no race is seen as the future of the People.
as their superior) such as illithids and Population pressures like this result be-
duergar are dealt with by a mixture of cause sending out expeditions to found
armed truces, hard bargaining, subtle new holds is thought too likely to provoke
threats, magic, and mutual-gain pacts. war with powerful neighbors.
Only exceptional drow individuals come Plans to further drow rule and influ-
to trust another being fully (and live to tell ence are supported with the greatest
the tale!) in the cities of Lolth-worship- enthusiasm by drow whose present social
pers. Trusting drow are more common position is good, if they are not threat-
among the worshippers of Eilistraee, but ened by the plan. Drow of low class are
even theirs is hard to gain. most likely to support plans that involve
The drow are the most widespread and open warfare, or strife among drow.
powerful of the known Underdark cul- If drow are treacherous among them-
tures of Faerun. Strife among them- selves, they are even more so in their
selves, and a lust for personal power and dealings with others. Drow will readily
commercial gain, always prevents drow negotiate with other races over matters
from gathering in any concerted effort of boundaries, trade, and peace. They will
against foes. This is probably the only break any such agreements and treaties
thing that keeps many kuo-toa, jerm- the moment that terms no longer seem
laine, and disir communities intact; the advantageous (bargains with lesser
drow could easily wipe out weaker neigh- races are not considered binding). Most
bors if they took up arms in earnest. races have learned to be cautious and
Oddly enough, rule over all other sub- alert when dealing with drow, and to have
terranean races (even to the powerful several tricks up ones sleeve to deal with
mind flayers and aboleth) is the ultimate the treachery whennot ifit comes.
goal of drowthe First Part of the Des- Above all others, deep gnomes hate the
tiny of the People, as priests of Lolth put drow. Conversely, in all the Underdark,
it. The Second Part is the extermination there is no creature a dark elf enjoys
of all other elven races, including the slaying more than a svirfneblin. Other
seizing of their surface lands and hold- traditional drow foes include dwarves,
16 • Chapter 2
Drow enjoy magic, and exult in wield- nities from hiring and readying strong
ing its unleashed power. They are fasci- guard contingents to await them.
nated by new spells and effects. It should be noted that drow can,
Drow love beautythe beauty of sculp- through training, experience, and re-
ture and made items (especially weapons) peated exposure, become accustomed to
and the beauty of the body. Drow of both light, and use both normal and infrav-
sexes are proud of displaying their phy- ision. This process takes about ten years.
siquesand all children exhibiting any The only encountered drow likely to be
physical deficiency are slain. immune to the detrimental effects of light
Dark elven communities celebrate sev- (given in the Monstrous Compendium
eral annual festivals. There is always a drow entry) are veteran surface-raiders
wild feast when wizards, fighters and and wizards (who traditionally study by
priestesses graduate from their decade- candlelight).
long training (during which they taste all
three branches of drow expertise: wiz- Marriage and Family Life
ardry, clerical teachings, and weapons
training), involving the worship of Lolth Among Lolth-worshipping drow nobles,
and the summoning of denizens who females can choose and discard mates
serve her. freely (sometimes merely leaving them,
Many drow communities also observe but usually by slaying them). Among
The Blooding, a rite of passage into drow commoners and drow of other
adulthood for both sexes, during which faiths, marriage is still a transient thing.
the young participants must kill an intel- Marriages usually last from summer to
ligent or dangerous surface creature of summer, or for a decade, always with the
some sort (e.g. a human warrior or possibility of renewal.
wizard). If the community is not near the In drow merchant clans, security de-
surface, merchant clans provide captives mands that mates be of the same clan, or
(for high fees) who are let loose with that an outsider be taken into the clan, if
weapons for the young drow to hunt. a relationship develops. This clan induc-
Drow communities near links to the tion is forever; death usually comes if the
surface world usually hold The Running outsider decides to leave. In noble fami-
instead: a hunt and revel on the surface lies, the honor of the house demands the
in which all who can walk participate, family name be given (if only temporarily)
once a year. (Understand that what the to mates of other families, or of common
drow call a hunt and revel, the surface blood.
dwellers refer to as looting and killing.) Child-rearing is the responsibility of
The blades of many drow rivals seem to the whole family (House, or clan), not
accidentally find each other during the merely of the direct parents. A long-lived
raids on surface communities. Young female drow, choosing to have children
drow participating in their first Running only after an active career, normally gives
are expected to carry out The Blooding (as birth to ten children before her fertility
described above). Drow communities wanes.
tend to vary the timing of this annual Drow rarely live past their seventh
event slightly, to prevent surface commu- century, and 94% of them die of natural
18 • Chapter 2
striven for perfection of form, producing shaped school of Lolth. Second in impor-
row upon row of carved castles lined tance and impressiveness is the grace-
with the quiet glow of magic. fully-curving, many-spired Academy of
The city is home to drow soldiers and Wizardry, Sorcere. Last and plainest of
other commoners, under the harsh rule the structures is pyramidal Melee-Magth-
of sixty-seven recognized drow families ere, where male fighters are taught.
(the noble Houses), who number approxi- The entrance to Sorcere is guarded by
mately 1,000, and strive ever among wizards (normally senior student mages),
themselves for more power and influence. who challenge intruders. The customary
Each House is ruled by a matron mother, posture of a master of the Academy is
a high priestess of Lolth. The honorary standing with arms out before him and
Ruling Council of the city consists of the bent at the elbows, his hands tight
matron mothers of the eight foremost together, one on top of another in front of
Houses. Through their decrees, in- his chest. (This posture promotes undue
trigues, and rivalries, Lolths twisted rule arm and back strain, says Elminster,
holds sway over the city. and is a prime reason for the drow
The east end of Menzoberranzans cav- disposition.)
em is the citys produce section, where no The citys sole time clock is the huge,
drow live. A hundred orc and goblin central natural stone pillar called Narbon-
slaves herd rothe there, to feed the city del. At the end of each day, the citys
(variety is brought to the citys tables by appointed Archmage casts magical fire
deep-passage hunting, and by trade, into the base of the pillar.
principally with duergar). The rothe are The spells cycle equals a full day on the
kept on a moss-covered isle in the small surface world. The fire rises up the pillar
pond of Donigarten. as time passes (glowing bright red to
The entrance to Menzoberranzan (into infared eyes), peaks, and then dies down
Tier Breche, its northernmost side-cav- again. The pillar cools to darkness (the
em) is a sculpted archway, lit by a soft black death of Narbondel) at midnight,
blue magical glow. Inside the arch wait when the Archmage casts another fire-
two gigantic, 15-high spider statues. spell.
They animate if an intruder passes, and Some drow cities have ways of telling
the magic that enables them to move is time not related to surface time-counts.
linked to lesser spells that sound alarms These may involve lighting ritual day-
all over the city. (For more details of these candles, or daily killings of slaves and
defenders, refer to the Drow Magical battle-captives, collecting the heads in an
Items chapter). ever-growing array to count the days.
Tier Breche is the highest part of Many details of drow life and daily strife
Menzoberranzan, affording a splendid in Menzoberranzan can be found in the
view over the rest of the city. Reached by novel Homeland, by Bob Salvatore.
a broad stair, it is reserved for the staff Drizzts musings on drow thought and
and students of the Drow School. nature are of special interest to roleplay-
The school consists of three branches, ers seeking to truly bring drow characters
each with its own large structure. First to life.
and greatest is Arach-Tinilith, the spider-
20 • Chapter 3
that enjoyed by elves of the woodlands, banks a burning anger within her, and
left behind by the drow long ago. when her faithful are harmed, that anger
Eilistraee (pronounced eel-ISS-tray- is apt to spill out into wild action. It is not
ee) is a goddess of song and beauty, her way to act openly, but she often aids
worshipped through song and dance creatures she favors (whether they wor-
preferably in the surface world, under the ship her or not) in small, immediately
stars of a moonlit night. practical ways.
Eilistraee aids her faithful in hunting Eilistraee is happiest when she looks
and swordcraft, and worship of her is on bards singing or composing, crafts-
usually accompanied by feasting. Eilis- men at work, lovers, or acts of kindness.
traee has worshippers of human, elven,
and in particular half-elven stock (partic- Statistics: AL cg; WAL any good; AoC
ularly around Silverymoon), and looks song, dance, swordwork, hunting; SY a
kindly upon the Harpers. She is usually silver long sword outlined against a silver
seen only from afar, but her song (of moon, with silvery filaments (Eilistraees
unearthly beauty, driving many to tears) hair) around all, in a nimbus.
is heard whenever she appears.
Eilistraees Avatar (fighter 9, priest 11,
Roleplaying Notes: Eilistraee is a melan- bard 16)
choly, moody drow female, a lover of Eilistraees avatar takes the form of a
beauty and peace. The evil of most drow glossy-skinned female drow, nine feet in
Drow Religion • 21
height and with ankle-length, sweeping if cast by an 11th level wizard). She can
hair of glowing silver. Her hair and use any of these powers in addition to her
wandering silvery radiances cloak her attacks, sight, and levitation (self only,
body in a smooth, continuously-moving horizontal move of up to 160/round).
array of beauty. She can call on all
spheres of magic. Eilistraees Manifestations
Str 17 Dex 18 Con 14 The Dark Maiden seldom takes a direct
Int 19 Wis 20 Cha 20 hand in the affairs of mortals, but will
MV 19 f SZ 9 MR 20% sometimes appear in the midst of a dance
AC -2 HD 12 HP 96 in her honor, leaping amid the flames of
#AT 1 THAC0 9 Dmg by the feast unharmed. She also appears,
weapon or radiance dimmed and clad in a plain,
spell cowled cloak, at the campfires of wayfar-
ers in the woodlands by night, to test
Special Att/Def: The avatar of Eilistraee their kindness.
has true seeing (continuous, otherwise Most worshippers see Eilistraee only
as the priest spell), and can unleash nine from afar, perched on a hillock or battle-
silvery magic missiles per round. These ment, silver hair streaming out behind
unerringly do 2d4 damage each to all her. She appears to show her favor or
creatures except evil beings and undead, blessing, and will often rally or hearten
who suffer 4d4 damage per missile. creatures by causing a high, far-off hunt-
Once per turn, Eilistraees avatar can ing horn-call to be heard. (On several
employ spell turning as the ring, but occasions, this has frightened off brig-
effective against all magic directed ands or orc raiders, who thought aid for
against her in that round. This replaces their quarry was on the way.)
her magic missile attack for the round. Eilistraees most used manifestations
Once per turn, the avatar can also regen- are a silvery radiance, sometimes accom-
erate damage to herself, restoring even panied by wordless song, or a few echoing
lost limbs without a system shock roll, harp notes. If the radiance surrounds an
and regaining 1d4+1 lost hit points per item (almost always a sword or other
round. (This process can continue for bladed weapon), that item typically gains
four continuous rounds, and precludes the following powers, for 6 rounds:
spellcasting, but not other activities or l full possible damage (maximum roll,
combat.) plus all bonuses)
At will, the Dark Maidens avatar can l immunity to breakage or other dam-
create a silvery light or dancing lights; age (automatic success of all item
cause music to sounda harp, horn (a saving throws)
far-off horn is her sign), or a flute; and Eilistraees favor typically gives any or
sing. At will, her song can affect undead all of the following aids to affected beings,
and evil creatures of 3 hit dice or less as a for 4 rounds:
repulsion spell; can stun any one being l the ability to strike first in any round
(saving throw vs. spell at -2 to avoid) for l an increase in Armor Class of 2
one round; or can act as a knock spell (as points
22 • Chapter 3
l a bonus of +4 to all attack rolls, missiles per spell), 6) enchanted weapon
including the ability to strike crea- thrice per day, by touch, on bladed
tures normally affected only by magi- weapons only, which glow with a silvery
cal weapons of a +2 or greater bonus radiance and a +2 bonus for 7 rounds,
Eiltstraee has also been known to aid regardless of how many attacks they land
her worshippers by providing a faint or how many dispel magics are launched
silvery radiance when they need to find against them, 9) spell turning; TU turn.
something dropped or in darkness, or
follow an unknown trail by night through Aims, Credo, and Ethos: Aid the weak,
dark woods, or when childbirth occurs in strong, grateful, and churlish alike; be
darkness. always kind, save in battle with evil.
Encourage happiness everywhere; lift
Duties of the Priesthood hearts with kind words, jests, songs, and
merriment. Learn how to cook game, and
All clergy of Eilistraee are females of any how best to hunt it. Learn new songs;
intelligent race. They must nurture dances, ways with weapons, spices, and
beauty, music, the craft of making musi- recipes, and pass this learning on when-
cal instruments, and song wherever they ever possible. Learn to play, make, and
find it, assist hunters and hunting, and repair musical instruments. Practice
help others in acts of kindness whenever music and swordwork. Defend and aid all
they see ways to do so. folk, promoting harmony between races.
Priestesses must be skilled in the play- Strangers are your friends. The home-
ing of at least one of the Dark Maidens less must be given shelter from storms,
favored instrumentshorn, flute, or under your own roof if need be. Repay
harp. They must be adequate singers and rudeness with kindness. Repay violence
fit, graceful dancers. They must gather with swift violence, that the fewest may
songs and musical knowledge constantly, be hurt, and danger fast removed from
and acquire training in the use of the the land. This is the credo of the Dark
sword when they can. Maiden.
Whenever and wherever possible, the
faithful of Eilistraee must encourage Rituals: The customary worship of the
drow to return to the surface world, and Dark Maiden is a hunt, followed by a feast
work to promote harmony between drow and dancing, and a Circle of Song, in
and surface-dwelling races, to establish which the worshippers sit and dance by
drow as rightful, non-evil inhabitants of turns in a circle, each one in succession
Faerun. leading a song. If possible, this is done
out of doors, in a wooded area, on a
Requirements: AB Dex 16 +, otherwise moonlit night.
standard; AL, any good; WP any (swords Daily prayers are sung whenever possi-
preferred); AR e; SP all, animal*, charm*, ble, and priestesses try to lead others in a
combat, creation, divination*, elemental, song or two every evening, even if no
guardian, healing, necromantic, plant*, formal ritual is held.
protection, summoning*, sun, weather; The High Hunt is celebrated once in
PW 4) magic missile twice per day (four each of the four seasons. This involves a
Drow Religion • 23
night-time hunt of a dangerous beast or make a mark for themselves.
monster, led by priestesses of Eilistraee. In the end, all priestesses who do not
By tradition, the hunters may use any die in battle hold their greatest ritual: the
bladed weapons, and wear anything Last Dance. In old age, Eilistraees
except the priestesses, who go without priestesses will hear the goddess singing
armor, carrying only a single sword. If the to them, by night, calling them to her.
quarry is slain, a chanted prayer and When the song feels right, they will go out
circle-dance to the goddess is held. under the moonlit sky and dancenever
Whenever a sword is finished or first to be seen again.
taken into use by a worshipper of the Those who have observed such dances
Dark Maiden, a priestess will try to call say that the goddess comes and sings
down the blessing of the goddess upon it. overhead, and the aged priestess begins
This is done by planting the blade point- to dance more effortlessly, looking
down in the ground, out of doors and by younger and younger. Her hair begins to
night, and dancing. If successful (45% glow with the same radiance as the Dark
chance, per night attempted), the blade Maidens, and then she becomes slowly
glows with a silvery radiance. For three translucent, fading away as the dance
months, the sword will be immune to goes on. In the end, only a silvery radi-
breakage or rust, and though lacking a ance remains, with two voices raised
bonus or dweomer, can strike creatures together in melancholy, tender song.
normally hit only by magical weapons. If
the sword is a drow weapon, it is also Customs, Rules, & Taboos: Worshippers
made immune to sun and removal-from- of Eilistraee try to let out all of the
radiation damage for the same period. gathered emotions of the day with an
At least once a year, priestesses of evensong, which is a personal thing,
Eilistraee undertake a Run. Those who often wordless and done in private.
are not drow blacken their bodies with Priestesses of the Dark Maiden who have
natural dyes and oils. All priestesses, the coins to do so are required to hire any
drow or not, boil certain leaves and strange minstrel or bard they meet for a
berries to make their hair silvery, and go song or two; lay worshippers are encour-
wandering (on the surface world). (Hos- aged to do so.
tile drow say their silver hair indicates Faithful must aid drow who are in
that the brains within the head are distress. If the distressed are fighting
addled, though many drow who dont with other drow, the combat is to be
worship Eilistraee have silver hair.) stopped with as little bloodshed as possi-
Trusting to their music, kind ways, ble. So long as drow met with are not
and sword-skills to keep them from being working evil on others, they are to be
slain as drow, priestesses of the Dark aided, and given the message of Eilis-
Maiden go where they are strangers, traee: A rightful place awaits you in The
making an effort to seek out elven com- Realms Above, in The Land of the Great
munities, and bring them game, kind- Light. Come in peace, and live beneath
ness, and helping hands. They try to the sun again, where trees and flowers
learn new songs, music, and sword-ways, grow.
and do not come to preach their faith or Whenever possible, priestesses of the
24 • Chapter 3
Dark Maiden must use swords in battle. If Priestesses of the goddess are allowed
no swords are to hand but other bladed to keep and accumulate monies given
weapons are available, they must be used them as offeringswith the understand-
in preference to other weapons. ing this wealth will be used to buy food,
When faithful and allies of a priestess musical instruments, and other tools
fall in battle, any priestess present must, (such as good swords) to serve the will of
if possible, provide burial, a funeral song, the goddess. Priestesses of Eilistraee are
and comfort to the bereaved. allowed to go adventuring, so long as they
Any hungry travelers met with, who feed, aid, and defend the needy along the
offer no threats, are to be fed by the way. They are encouraged to aid adven-
faithful of Eilistraee. Priestesses are to turing parties, with the price of their aid
carry food with them for this purpose at to be provision of some sort of beneficial
all times, while traveling. Where food magical armor they can use (or failing
cannot be purchased or received, it must that, an enchanted sword of some sort).
be gathered or hunted for. Faithful of Eilistraee are encouraged to
Faithful of Eilistraee are to set aside give food to others in need, with a prayer
food, and give it as often as possible to to the goddess, to act with kindness, and
strangers in need, particularly outcasts to give food and money they can spare to
and those of other races. If food yet the priestesses.
remains, it is to be given to the priest- Priestesses are to feed themselves as
esses of Eilistraee, that they may do the much as possible by their own gardening
same, for none shall go hungry. In times and hunting skills, and to try to convert
of plenty, food is stored for lean times at least one stranger per moon to the
ahead. In harsh winters, the lands about worship of Eilistraee. Leading a convert
the priestesses strongholds are patrolled in a prayer to the Dark Maiden is itself an
to find and take in the lost, the hurt, and offering to the goddess, who often (68%)
those caught in the teeth of the cold. manifests as a sign to the convert. When
Whenever possible, food is eaten with priestesses of the goddess must fight evil,
the accompaniment of song. Except for they are to burn the bodies of the evil
properly sad occasions, feasts are accom- creatures they slay as an offering to the
panied by merriment; the faithful of the goddess unless such creatures are edi-
Dark Maiden are commanded to promote ble, and there are hungry folk near.
happiness and gaiety whenever possible.
Specialty Magic: Clergy of Eilistraee
Equipment, Garb, & Offerings: Priest- widely employ at least two spells unique
esses of Eilistraee wear their hair long, to the faith. The use of these magics has
and dress practically for whatever theyre given them the name spellsingers in the
currently doing. For rituals, they wear as North (there are also, Elminster warns,
little as possible. Otherwise, they tend to spellsinger wizards, who cast spells in the
wear soft leathers for hunting, aprons same way, but who worship Mystra and
while cooking, andwhen battle is ex- other gods, with other aims).
pected armor. If armor not of drow
make is worn, it must be magical.
Drow Religion • 25
Fourth-Level Spell This spell enables the caster, by song
and supplication to the goddess, to cause
Lesser Spellsong (Evocation, Alteration) an effect equivalent to that of any desired
clerical spell of 5th level or less to occur
Sphere: Creation (in effect, casting the spell with normal
Range: Variable effects, range, duration, saving throws,
Components: V,S and so on, but without the usual gestures
Duration: Variable or material components).
Casting Time: 1 round Alternatively, a spellsong may be used
Area of Effect: Variable to recall to memory (and the immediate
Saving Throw: None ability to cast) any one spell cast by the
spellsong - caster earlier in the last 48
This spell enables the caster, by song hours. It can also, with different wording,
and supplication, to cause an effect restore a level lost in the last 24 hours to
equivalent to any desired clerical spell of any creature embraced during the song
3rd level or less to occur (in effect, casting (the caster can work this upon herself). A
the spell with normal effects, range; differently-worded spellsong can heal
duration, saving throws, and so on, but 1d4 + 1 lost hp to the caster or to any
without the usual gestures or material creature touched.
components). If a spellsong is cast when more than
The caster must be able to move (hands one priestess of Eilistraee is present, the
and shoulders at least) and sing, free of other priestess(es) can join in the song
magical silencing. If any such silencing without using a spell themselves. Each
occurs before spellcasting ends, the DM additional singing priestess who touches
may allow partial spell effects to occur, or the injured creature while the song con-
the spell may be wasted. Priestesses of tinues heals 1d4 more hp. This choral
Eilistraee are trained to sing when in addition can be used only for hit-point
pain, and may sing while dodging about healing, not in other uses of the spell.
in combat (but not launching physical If seven or more priestesses of Eilis-
attacks of their own). traee are present, they can work a cure
blindness, slow poison or cure disease
instead of hit-point healing, if they will it
Sixth-Level Spell so, and sing together. If nine or more
priestesses are present, a dispel magic,
Spellsong (Evocation, Alteration) remove curse, or neutralize poison can
be worked. If twelve or more priestesses
Sphere: Creation are present, a regeneration or spell im-
Range: Variable munity (only for spells known to at least
Components: V,S one of the singers, by casting or by the
Duration: Variable experience of having it cast on or against
Casting Time: 1 round them) can be worked instead.
Area of Effect: Variable Choral work involves a circular dance,
Saving Throw: None around the person to be aided, a fire, or
other focal point (failing anything else, a
26 • Chapter 3
longsword driven point-down into the (also known as The Elder Elemental
ground, or a tripod of sticks surmounted God, The Elder Eye, or Gormauth
by the holy symbol of the caster). Souldrinker) disgusting, but there are
The caster (and additional choral par- secret, subterranean altars and cults to
ticipants, as noted above) must be able to the Eye all over Toril, particularly in the
move about freely (to dance) and sing, older and more degenerate lands of the
without magical silencing of any sort. If Sword Coast South, Thay, and Kara-Tur.
silencing occurs before the end of spell-
casting, the DM may allow partial spell Roleplaying Notes: Ghaunadaur is un-
effects to occur, or the spell may be predictable by human standards. It may
wasted.. aid worshippers who merely pay lip
service to its rituals, even expending
GHAUNADAUR (lesser god) great power to grant permanent magical
boonsbut may also devour or maim
Legend whispers that the largest slimes, them, without warning. Ghaunadaur en-
jellies, oozes, slugs, and other crawling joys watching the hunting and devouring
things are intelligent, and worship their activities of large, horrible monsters, and
own gods. These tales go further: once, all the suffering they cause.
such beings worshipped one god, who Ghaunadaur is silent and terrible when
struck most of them mad in a fit of fury at outside the Inner Planes, but old records
some transgression. The deitys revenge tell of jibbering, bestial language spo-
stole their intellect. Consequently, many ken in the deitys great court of mingled
of its worshippers, and most of its power, mud and gelatin pools.
ceased to exist. Ghaunadaur can communicate tele-
A few of the intelligent dwellers below pathically with all beings within 90 of his
remainenough to continue and spread avatar, when present in Faerun. He can
worship of this fell deity. It still lurks understand and contemplate complex
somewhere in the Elemental Planes (per- emotions, schemes, and reasoning, but
haps on the planes of Earth, Ooze, or keeps his end of such communications
Smoke). blunt and simple (e.g. Approve; No,
This amorphous, dark purple blob with Not; Slay; Come To Me; Go To (men-
many tentacles is called Ghaunadaur tal picture of desired place), and so on).
(pronounced GONE-ah-door), That
Which Lurks. Ghaunadaur and its giant Statistics: AL ce; WAL any neutral or evil
roper servants have been worshipped for (especially monsters, outcasts); AoC
eons by various creatures of the Un- oozes, slimes, jellies, outcasts, rebels, all
derdark, particularly lone or sub-intelli- things subterranean; SY purple circle,
gent monsters (whom it occasionally outlined with an inner ring of violet, and
aids, in return for adulation). Evil beings an outer ring of black with a single black-
seeking an alternative to established dei- rimmed, violet-on-mauve eye in the cen-
ties including drow dissatisfied with ter of the circle; or (older symbol) an
the rule of Lolthhave also begun to inverted triangle of amber on a purple
worship That Which Lurks. Most hu- background, with amber lines inside it
mans find the worship of Ghaunadaur forming an upside-down Y shape whose
Drow Religion • 27
arms end by bisecting the sides of the not be renewed until another round has
triangle. passed). Ghaunadaur has true seeing,
even through its own mists.
Ghaunadaurs Avatar Once per day, Ghaunadaur can cause
(priest 18, wizard 16) blindness in creatures that it desires to
affect, within a 20 radius. Targets must
The avatar of the Elder Elemental God save vs. spell at -3 or be affected, their
appears as a reddish-purple giant slug, condition lasting until a dispel magic or
but at will it can alter its form into an remove curse is applied (rest and cure
amorphous, free-flowing shape like a spells will not suffice). Blinded creatures
jelly, or rear up into a giant roper with up attack at -4, and their opponents strike
to ten long, purple tentacles. It creeps at them at +4.
along silently, and can cloak itself at will Ghaunadaurs normal attack is to lash
in mauve or violet mists which eddy and out with four to six tentacles. Each
flow, foiling vision-related attacks, in- tentacle can extend 30, and is studded
cluding spells such as magic missile, and with barbed hollow teeth. When a tentacle
increase the avatars armor class to the hits a target, it grips with Ghaunadaurs
value given in parentheses below. The full strength. The target suffers 2d6
mists foil heat-related detections of all damage as corrosive fluids well out from
sorts, but can be pierced by true seeing the teeth, and its movement is halted.
magic. Victims are dragged 6 closer to the avatar
Ghaunadaurs avatar can use spells of each round, but take no further damage
all spheres and schools. Elemental magic until they reach the avatars mouth.
wielded by it always has the maximum Ghaunadaurs saw-toothed maw does
possible effect. 3d4 damage to creatures dragged to it.
Ghaunadaur never employs two tentacles
Str 24 Dex 19 Con 22 against the same creature; they will be
Int 18 Wis 18 Cha 7 held in reserve for other foes. The tenta-
MV 9 SZ 26 MR 40% cles are AC6, and have 14 hp each.
AC 6 (4) HD 20 HP 160 Victims (and those who aid them) must
#AT 10 THAC0 1 Dmg 2-12 make a successful Strength check to
x 10 or by spell avoid being dragged toward the avatar.
On any round in which the target
Special Att/Def: Any being within the Strength total equals or exceeds the
Ghaunadaurs mists must save vs. breath avatars, the target can try to tear free
weapon every round, or be slowed on the from the tentacle by making a successful
round that follows. The Elder Eye can Dexterity Check. Tearing free does the
emit its violet and mauve mists once target 1d4 + 1 hp of further damage. Lost
every third round, to maintain a cloud tentacles are reabsorbed by the avatar.
surrounding it in a 5 radius. Once per Ghaunadaurs avatar is immune to all
turn, it can jet thick purple mist, with the acids, drugs, and poisons. It can employ
same effects, that will extend the cloud one spell each round while attacking with
outward to 20 radius, for 2 rounds its tentacles.
(thereafter it dissipates entirely, and can-
28 • Chapter 3
Ghaunadaurs Manifestations that a ready supply of sacrifices reaches
Ghaunadaurs altars. The god supplies
Ghaunadaur usually manifests to aid them with spells and tentacle rods (de-
priests or worshippers who call on it (10% tailed in the Drow Magical Items chapter)
chance), always in the same way. One to to ensure success in this.
three rounds after a supplication (1-2 if Most of all, Ghaunadaur delights in
the worshipper has just drawn blood creatures that offer themselves to him
from another creature), a roiling purple without resistance (regardless of whether
mist appears, which grows in size to a these sacrifices have been charmed or
cloud 4 to 6 across. From the center of otherwise coerced by its clergy). Priests
this cloud comes a 12-inch diameter who can bring such offerings to the Eyes
golden eye, which opens its lids to bathe altars often are highly valued and favored
the favored creature in a fiery orange by the god.
light. It gradually fades to a deep red, then
a dark purple. The entire cloud darkens Requirements: AB any (devotion is val-
to black, and shrinks away to nothing- ued over ability, even oozes and jellies are
ness. This typically takes 8 rounds. accepted); AL any evil; WP any; AR a; SP
Ghaunadaurs manifestation grants all, animal, charm*, combat, creation*,
the following aids to favored beings: divination*, elemental, guardian, heal-
an increase in Strength (with attack ing, necromantic, protection*, summon-
and damage bonuses) of 6 points for 1-10 ing*; PW 3) immunity to all poisons, 5)
rounds immunity to all acids, corrosive fluids
the ability to deal double damage with and substances, 9) immunity to all
every strike for 1-8 rounds breath weapons, 13) immunity to all
a one-time healing (which occurs in elemental-sphere spells and related mag-
the first round of its gaze), restoring 3d4 ics; TU command.
lost hit points. It also regenerates severed
limbs, lost faculties, and permanently Aims, Credo, and Ethos: All creatures
negates any diseases and poison present have their place, and all are fit to wield
in the creature. power. Those who hunt weed out the
When altars dedicated to its worship weak and strengthen the stock of all.
are present, Ghaunadaur can manifest Those who rebel or who walk apart find
its eye within them, and create up to new ways and try new things, and do
three tentacles from each altar. They have most to advance their races.
all the powers of Ghaunadaurs avatar- Creatures of power best house the
tentacles, and the eye has all manifesta- energy of life, which Ghaunadaur reveres
tion abilities, plus some additional pow- and represents.
ers detailed under Equipment, Garb, & Faithful of Ghaunadaur are to make
Offerings, on page 31. sacrifices to the Eye, persuade others to
sacrifice themselves to Ghaunadaur or in
Duties of the Priesthood service of the Eye, further knowledge and
fear of Ghaunadaur, and in the end give
Priests of Ghaunadaur have simple du- themselves to Ghaunadaur in unresist-
ties: they are to ensure, by force or threat, ing self-sacrifice.
Drow Religion • 29
Priests of Ghaunadaur are to convert all must either perform at least one task for
beings they can to the worship of Ghaunadaur (and preferably to enter the
Ghaunadaur. They must slay all clergy of service of the Eye), or sacrifice to
other faiths, plundering their temples Ghaunadaur. Failing that, the offending
and holdings for wealth to better their priest of the Eye must sacrifice himself in
own lot and to further the worship of the unbelievers stead.
Ghaunadaur.
Equipment, Garb, & Offerings: In any
Rituals: Ghaunadaur expects a prayer of place of worship to Ghaunadaur, all cloth
adulation and praise, accompanied by a furnishings and garments worn by
sacrifice, at least once a day. If live priests are to be of hues pleasing to
sacrifices cannot be procured that often, Ghaunadaurs eye. Accepted colors are:
the Elder Eye will accept offerings of copper, amber, flame-orange, russet,
bones and food, burned in oil, as braziers gold, dark red, plum, purple, amethyst,
of perfumed incense are also burned. violet, heliotrope, mauve, lilac, lavender,
If a priest is unable to procure such black, and silver.
offerings, the priest must pray while Smoke and flame are to be a part of all
holding one hand in an open flame. The sacrifices to Ghaunadaur. No creature is
priests hand must be covered with any to speak out against the will of Ghauna-
magical oil or potion. (Oils or potions of daur in the presence of the Eye, its
fire resistance are instantly converted to avatar, or its manifestation. If such defi-
lamp oil, with the appropriate results.) If ance occurs, a sacrifice of appeasement is
the prayer is good (55% chance), the to be performed (preferably involving the
hand is restored. If not. . . creature who defied the Elder Eye).
Priests of Ghaunadaur are to do what- Priests of Ghaunadaur are encouraged
ever pleases Ghaunadaur best, and serve to become familiar with the use and
the Eye absolutely. manufacture of acids, poisons (including
gases and incenses), and flaming oils of
Customs, Rules, & Taboos: No thief, or all sorts. (Temples and priestly abodes are
priest of another faith, is to enter a typically well-supplied with such weap-
temple of Ghaunadaur, leave again, and ons, in a ready state.)
live for more than eight days thereafter Temples to the Elder Eye are typically lit
(unless conversion to the worship of by purple, mauve, and lavender rays of
Ghaunadaur occurs). All such blasphem- light, radiances, and drifting, eddying
ers must be destroyed, preferably as luminous mists. These temples are usu-
sacrifices on the altar. ally located underground but sometimes
No creature who receives the aid of can be found concealed in remote ruins.
Ghaunadaur is to allow eight days to pass The walls are decorated with mosaics
thereafter without praying and making depicting beings of all races crawling in
offerings to the Eye. self-sacrifice to be eaten by vaguely-
Priests of Ghaunadaur must not know- squid-like creatures, each with ten hairy
ingly befriend or consort with priests of tentacles. The devouring creatures
any other faith. If such a relationship (Ghaunadaurs long-unseen bodyguard
arises out of ignorance, the unbeliever ropers) are purple, violet, and mottled
30 • Chapter 3
mauve in hue. Other pillars radiate a 2 radius fear, 10
Temples to the Eye always have well- radius know alignment and detect lie
polished floors, usually of porphryry, ob- fields that reveal intruders auras only to
sidian, red and black hornblende, or priests of the Eye. (All spell effects are
black marble. Where black and purple subject to save vs. spell.)
materials are not available, carpets and At least one pillar in each temple has a
tapestries of these hues should be used. teleport rune, known only to the priests.
The altar chamber sports ceiling sup- If the rune is touched, the priest is
port pillars of polished obsidian, mala- transported to a prearranged sanctuary
chite or serpentine, graven with runes or a city location. Some of these runes are
and the symbols of Ghaunadaur. When traps: if a command word is whispered,
possible, these pillars are imbued with they go to a safe destination; if no word
magical effects (created by priests of the is uttered, they transport the activator
Eye; Ghaunadaur itself, if summoned instead into a monster lair or other
with the proper prayers, endows these dangerous area.
magical effects with permanency). These magically-charged pillars can
Pillar enchantments radiate magical discharge electrical arcs when living be-
fields of effect. These typically include 5 ings pass between them. These arcs
radius unease and insecurity affecting strike for 3d6 hp of electrical damage.
all beings who do not worship Ghauna- Priests familiar with the pillar enchant-
daur; creatures of 4 Intelligence or less ments can avoid the areas of danger, or
automatically retreat and avoid the area. concentrate on the secret mental words of
Drow Religion • 31
deactivation and activation, to turn the materializes from the stones roiling,
pillar magics on and off. dark center. Roll 1d12 to determine the
Temples to Ghaunadaur typically have fate of each creature seeing the eye:
a pillared approach area, leading to the
altar in three ascending tiers. The first
tier contains drums and a rack of tubular Roll Effect
silver chimes, used in summoning 1 Death (or catatonia*, at the DMs
Ghaunadaur. The second tier contains a option)
huge, rectangular block: an altar of dull, 2 Insanity* (gibbering, drooling
porous-looking, rusty black stone. feeblemindedness, broken by pe-
The altar stone is flanked by bronze riods of incoherent frantic activity
braziers. Three triple-branched candela- 3 Rage* (attack companions until
bra, arranged in a triangle, stand beside disabled or all have fallenphysi-
each brazier. Each candelabrum holds cal attacks only)
three fat black candles. They burn with a 4 Fright and weakness*
flame of leaping lavender, surrounded by strength loss, with probable need
a purple glow, but unless removed from to discard armor, large weapons,
the temple, are never consumed in their and heavy treasure)
burning. 5 Fall unconscious for 1d4 + 12
The third tier is empty, but at chest- turns; during this time visibly age
height above it hang a blackened 2d12 years
adamantium (pure forged adamantite, 6-12 No effect (looked away in time)
well-nigh invulnerable) triangle and cyl-
inder, on chains of the same material.
(The cylinder is obviously intended as a * = Curable by application of a remove
striker for the triangle.) curse spell
If the altar-block is struck with force, or
touched by living flesh, its rusty black If the braziers are lit when the eye
hue slowly fades, becoming a translucent appears, and the highest-ranking priest
amethyst color in 3 rounds. This block of the temple is present, more occurs: a
remains rock-hard, and a black, amor- portion of Ghaunadaur is summoned to
phous center floats in its depths. the Prime Material Plane, usually to con-
Any creature touching the altar with sume a sacrifice.
bare flesh must save vs. breath weapon at The altar lightens to a heliotrope hue,
-3 or be paralyzed for 5d4 turns. (A and begins to glow. The dark mass at its
being using a weapon or gloved hand to center grows larger and shows swollen
touch will feel a tingling, and must save purple veins. The eye becomes a fiery
vs. paralysis or be held immobile for red-orange color, staring hungrily and
1d4 + 1 rounds.) angrily around the chamber.
If the drum is beaten, the chimes rung, Anything on the altar as it transforms
or the triangle struck while the altar is in sinks into the altar, to be absorbed
this translucent state, the altar emits a forever (including adventurers!). The
pulse of golden light. If all three noise- altar stone becomes flesh-like and warm,
makers are struck, a glowing golden eye and its outline shifts suddenly as a
32 • Chapter 3
tentacle suddenly erupts from it to grab Roll Effect
the nearest living creature! The tentacle 1 Tentacles emerge to seize and
is identical to those of Ghaunadaurs devour 1-4 creatures (nothing is
avatar. If it manages to draw a being into granted or left on the altar)
the stone that being (and its gear) is 2 Everyone present hit with cause
forever lost. This process takes two blindness spell (see Ghauna-
rounds after the actual contact, and daurs avatar, above) and no de-
during this time the victim suffers 1d12 sires are granted
corrosive damage per round. The altar is 3 Take no sacrifice, but perma-
AC7, and can be cut and burned readily; nently raise a random ability score
dealing it more than 26 points of damage of each being present by 1
during any one round will cause it to 4-12 Eye looks out of altar. Use earlier
expel the victim, and dealing it 40 or more table for effects.
points of damage in the two rounds will
destroy the altar completely. In any encounter, Ghaunadaur telepathi-
If any living creature is absorbed by the cally identifies itself, and asks all present
altar, it returns to its dead state. Atop it to worship it. If they refuse, it promises to
will be an item most wished for by the bring about their deaths; if they agree,
most powerful non-good being in the but subsequently do nothing, the charac-
chamber (the ranking priest of Ghauna- ters will hear Ghaunadaurs voice in their
daur, or if none is present, the character heads once a day, demanding a sacri-
with the highest Intelligence + Wisdom + ficeor their deaths. If they avoid adven-
level total). This can include any magic turing (i.e. avoid the monsters Ghauna-
item earlier offered on an altar of Ghauna- daur can send), the voice continues daily,
daur (that is, any magical item that a DM gradually becoming audible to others,
wishes to introduce into the campaign). and speaking at the most inopportune
If no living creature is absorbed by the times during a tender love scene, per-
altar, but other sacrifices or offerings are haps, or an audience with a local ruler or
taken by it, the altar returns to its stony lawkeeper. A remove curse or stronger
state. spell can end this effect, but it must be
If a priest of any other faith touches the cast by a being of 9th or greater level to be
altar, two spells will be offered; if these are effective.
accepted, the priest becomes chaotic evil,
and subverted to the service of Ghauna- Specialty Magic: Priests of the Eye have
daur. (This is not outwardly apparent, few unique spells. The most notable of
but if detected later, can be reversed by a their special magics follows:
process of atonement and absolution left
up to the DM.) Seventh-Level Spell
If a second summoning of Ghaunadaur
is attempted in the same day, the same Wall of Tentacles
alterations to the altar will occur, but the (Conjuration/Summoning)
result will be as follows:
Sphere: Elemental
Range: 0
Drow Religion • 33
Components: V,S,M damage in a single round, causing it to
Duration: 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 2
sired), 6 inches beaks); SA poison beaks; SD darkness,
thick, and with a 15 radius, immunity to non-magical
surface area on one weapon attacks, and to all spells except
side 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 same
alignment as the casterand others
This spell enables the caster to create a whom they escort, while touchingto
special 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 debilitative
appears as a shadowed section of wall. On (see page 73 of the Dungeon Masters
the outside, it initially appears as Guide), and takes effect in 2d4 rounds.
rough, purple-brown stone. The caster Its effects last until neutralize poison
and priests of the same faith can freely ends them, or until 3d4 days have
move through the wall as though it does passed.
not exist. If any non-priest of Ghauna- If the wall is attacked by any spell or
daur (except when in physical contact spell-like effect, or is reduced to 99 or
with 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 is
clergy 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 shift
about its surface, but a maximum of four
attacks per round can be made on any LOLTH (minor goddess)
single opponent. The beaks are saved for
a second stage of continued attack or Lolth is a cruel, capricious goddess,
resistance (see below); only the tentacles thought by many to be insane. She
attack initially. Each tentacle strike does delights in setting her worshippers at
physical damage, and forces the victim to each others throats, so that the strong-
save vs. spell or be held. Affected beings est, most devious and cruel will survive to
get 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 drow
how many tentacle strikes are suffered). priestesses; and working whatever harm
While held, victims are attacked by other she can to the enemies of drow. She
tentacles 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
34 • Chapter 3
communities, whispering of the power tion Lolth is AC 0, and cannot use any
Lolth can bring. spell-like powers.
Lolth can call on any school of magic for
Roleplaying 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 of
She 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, Lolth
form, her direct physical embrace can act likes to roam the Underdark, basking in
as a charm person (save at -4) on a the terrified worship of the drow. She
human or demi-human of either sex. She customarily takes any magical items they
customarily 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 1d4
personally serve her, and gives them any such items, of the DMs choice. She can
one magical item that she possesses or employ these in any form, regardless of
can seize. class limitations.
Lolth can appear kind, rendering aid to
those she fanciesbut she really cares Str 21 Dex 21 Con 21
only 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 by
ness; SY black spider with female drow weapon +9
head (head is always at bottom of figure). or spell (4-16
+ poison +
Lolths Avatar webs)
(priest 16, wizard 14)
Special Att/Def: In any form, Lolths avatar
Lolths 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 and
change into the form of a human-sized, electrical attacks do only half damage, but
exquisitely beautiful female drow. She Lolth takes triple damage from holy water
can also combine the two forms, appear- (each vial does 3d6 +3 damage from a
ing as a giant spider with a coldly beauti- direct hit, and 6 points of damage from a
ful female drow head. This is believed to splash). She can heal herself thrice per
be her true form. day, at will (this prevents the use of spells
Statistics for Lolths spider and com- or other spell-like abilities in the same
bined 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
Drow Religion • 35
spiders; 91-00%: 1d4 phase spiders) and Lolths Manifestations
command any arachnid within 90 (con- Lolth rarely aids her worshippers di-
sider this a spiders-only charm monster rectly, preferring to watch and enjoy their
with no saving throw; intelligent beings sufferings and struggles. If she wants
who 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 sensuous
within 60, one target per round (affect- female lips to appear on any spider
ing drow only). present. The spider is always outlined in
In spider form, Lolth can cast 30-long a flickering purple faerie fire. If no spider
web 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 such
corrosive secretion: 1-4 points of damage cases, her power may be seen as a
per round of contact (unless a save vs. flickering black, mauve-edged radiance
poison is made). Lolth can swivel her around a person or object temporarily
spinnerets to fire in all directions (except imbued with her power.
through her own body), and can cast 2 The Spider Queens power typically
strands per round, as well as biting or gives any or all of the following aids to
using a spell-like power. affected things:
Lolths bite does 4-16 damage, and the l double damage (triple to giant-type
victim 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 item
following powers in a round, at will: saving throws)
comprehend languages, confusion (crea- It typically gives any or all of the
ture looked at only; the victim need not following aids to affected beings for 1
meet Lolths gaze to be affected, but gets a turn:
saving throw versus paralyzation to avoid l the ability to strike first in any
the effects), darkness 15 radius, dispel combat round
magic, dimension door, tongues, true l a 4-point improvement in Armor
seeing, and twice per day use phase door Class
and read magic. l a 3-level improvement in fighting
In drow-spider form, Lolth can use the ability (phantom hit points gained
powers already given, plus (once per day): all damage taken is subtracted
clairvoyance, change self, domination, from these points first; when phan-
mind blank and an effect equal to tom points disappear at the end of
Evards 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 Lolths Laughtersoft, cruel feminine
powers available to her in her human- chucklingis often heard by drow who
headed 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 are
level priestess or 14th level wizard. alone and/or fleeing in the endless cav-
36 • Chapter 3
ems and passages of the Underdark. Lolth does not look kindly on those who
Beings of less than 2 hit dice flee uncon- let personal grudges and revenge-taking
trollably, as if affected by a fear spell, bring defeat or shame to their House,
until they die, are knocked unconscious, clan, city, or band.
or can hear her laughter no more.
Requirements: AB standard; AL ce; WP
Duties of the Priesthood any; AR a; SP all, animal, charm*, combat,
creation*, divination*, elemental, guard-
Priestesses of Lolth are the rulers, police ian, healing, necromantic, protection,
forces, judges, juries, and executioners of summoning, weather; PW 8) immunity to
drow society. They wield power daily, and all spider venoms, 9) spiderform (as spell;
most do so in a manner in keeping with detailed below); TU command.
the cruel and capricious nature of Lolth
herself. Aims, Credo, and Ethos: All drow who do
As one long-ago priestess, Elvanshalee, not worship Lolth are to be converted or
put it, Love? What is love, or respect? destroyed. All weak and rebellious drow
Bah! Soft, useless feelings that none can are to be weeded out. All who impugn the
lean on. Fear, nowfear is as strong as faith must perish.
steel, and can be leaned upon. I want to Males who act independently of Lolths
be feared. dictates (and those of her priestesses) are
Elvanshalees words have become one to be sacrificed to Lolth. Those faithful
of the temple credos of Lolths clergy. whose loyalty is weak must be eliminated.
Most of them carry snake-headed whips Children are to be raised as loyal worship-
(detailed under Drow Magical Items), pers of Lolthand let each family produce
and delight in using them often. at least one priestess who will serve the
Priestesses of Lolth strive to act as Spider Queen better than her parents.
Lolth wishes, and to manipulate (often by Such are the commands of Lolthbut
brutal force) their fellow drow to do so, the priestess who follows them blindly is
too. The ultimate aim of every priestess is on a slippery path leading to swift death.
to achieve and keep the Favor of Lolth. Success in the service of Lolth lies with
The spirits of priestesses who die in her those who are attentive to the ever-
favor are believed to go to the Abyss, changing, often contradictory will of
where they become yochlol and other Lolth.
servant creatures. Those who die in
Lolths disfavor are thought to pass into Rituals: Rituals to Lolth are customarily
torment on another plane, perhaps to practiced in female-only company, in a
someday return to the Realms as a snake sacred room or area. Rituals requiring
or spider (drow beliefs are confused on extraordinary power or a public display
such matters, and often change with time may be celebrated in the open, and in
and location). mixed company.
The duties of a good priestess, then, are Lolth requires homage submission in
to do whatever is necessary to gain and prayer, plus offeringsregularly from her
keep the Spider Queens favor. Although priestesses.
treachery and cruelty are often rewarded, When Lolths aid is required, sacrifices
Drow Religion • 37
must be made. These sacrifices are tradi- of all control and against the wishes of the
tionally faithful drow and/or captured summoner. This act causes the destruc-
foes, killed with a spider-shaped knife tion of the gate and the disappearance of
whose eight descending legs are the yochlol. Such sendings are usually
blades(2d6 hp damage). In other cases, myrlochar (monsters of the Abyss, de-
gems or other precious objects may be scribed in this book).
burned in braziers, as prayers of offering In large, important rituals, priestesses
are chanted. The most powerful rituals to of Lolth customarily use eight braziers, to
Lolth defy detailed description, and are provide additional flame material and in
seldom seen by non-drow. homage to Lolth (the flames represent her
Lolth enters the Prime Material Plane eight legs).
only when it pleases her to do so. Other-
wise, Lolths servant yochlol (fully de- Customs, Rules, & Taboos: Lolths capri-
tailed elsewhere in this sourcebook) are cious nature makes rules few, and uncer-
reached by means of ritual. tainty great. Of course, questioning
Such contact rituals require the use of Lolths motives or wisdom is a sin. Aiding
a brazier of burning oils, coals or in- non-drow against drow is a great sin, as
censeburned in a vessel fashioned of a is ignoring the Spider Queens com-
valuable black material (such as onyx, mands in favor of love (Lolth often tests
obsidian, or a golden bowl whose interior her priestesses, by ordering the sacrifice
is studded with black pearls). The flames of a favored male consort). There are male
provide material which the magic trans- priests of Lolth, but the Spider Queen
forms into an interplanar gate temporar- very rarely allows them to rise above 7th
ily linking a certain layer of the Abyss with level of experience.
the Prime Material Plane. Through this Drow who lose the favor of Lolth are
link, the yochlol appear, using flame mate- always given a single chanceusually a
rial to fashion semblances of themselves. dangerous or difficult mission, though
If called with sufficient force, a yochlol Lolth may test certain individuals by
can emerge fully from its gate. Lolth setting no task at all, and observing what
usually orders her handmaidens to re- they doto redeem themselves. Those
main in the Prime Material Plane only so who willfully fail are destroyed; Lolth
long as the flames that brought them commands other worshippers to do this
remainthe dying of the summoning (in turn, testing them). Those who fail
flame then allows a yochlol the safety of through mischance or poor planning or
being sucked instantly back to the Abyss. execution are usually transformed into
Yochlol who are summoned can keep driders (described in Chapter 1, and
the gate that brought them open while under Elf, Drow in volume Two of the
they communicate with Lolth and others Monstrous Compendium).
in the Abyss. (Such communication de- Lolth often plays favorites among her
mands their full attention, causing their drow worshippersbut those who ride
Prime Material forms to go momentarily high one season are warned that Lolth
blankfaced and unhearing.) can turn her dark face upon them with-
They can also send one creature of the out warningand undoubtedly will,
Abyss into the Prime Material Plane, loose sometime soon.
38 • Chapter 3
Equipment, Garb, & Offerings: When precious oils and incense, live offerings,
participating in rituals, priestesses of and riches of all sorts, particularly gems.
Lolth wear robes (black, trimmed with These are customarily placed in a bowl-
dark red and purpleor, for lesser or shaped depression in a black altar (or
novitiate priestesses, dark purple or red burning brazier). These offerings are
trimmed with black). Statuettes of the always consumed in the flames of Lolth at
Spider Queen, usually worked of black some point in the ritual. If Lolth is
stone, are present in all temple chambers. particularly displeased, or impostors are
Marble and obsidian are favored materi- present, the black-and-red flames that
als for statuary and temple furniture. leap from the braziers to consume the
There are always large, ornately-carved offerings may also arc to consume other
braziers, and at least one altar of black valuables present, such as magical items,
stone. jewelry, and clothing. Typically, Lolths
Noble Houses have their own private flames do little more than humiliate a
temples, and every drow city has at least burned priestess, destroying her gar-
one large, open public octagon for ments and dealing her 1d4 hp of damage,
large rituals, calls to war, and the like. but an impostor or intruder receives a
Most cities also have a grand temple to searing flame attack that does 6d6 dam-
the Spider Queen, used for training age (half if a save vs. spells, at -2,
priestesses. succeeds). If this occurs, every priestess
In every temple, despite large differ- of Lolth present in the chamber receives a
ences in size, opulence, and importance, free darkfire spell (detailed in the Drow
certain constants apply. Inner chambers Spells chapter) to wield, even if they are
are reserved for the worship and business carrying a full load of spells or have
of Lolth, including most spellcasting. other darkfire spells memorized. The
These chambers are always shrouded in spell comes with the strong command to
darkness, except for the radiances in- blast the interloper who would so insult
volved in spellcasting and rituals. Ante- Lolth.
chambers are set aside for war-councils,
and most business wherein priestesses Specialty Magic: Many spells developed
meet with drow males and outsiders. by clergy of Lolth have passed into general
Most temples have guardian spiders, use by the drow. A few remain the
often hidden, and occasionally magical in exclusive property of priestesses of Lolth.
nature (such as jade spiders, detailed in Two of the most common and important
the Drow Magical Items chapter). In the such spells are detailed here.
event of an attack, even the harmless
sorts of spiders can be equipped with
armor-sheaths that bear House defense
runes. In the case of intelligent, charmed
spiders, house insignia with active
magic powers may be wielded. (These
devices are also described in the chapter
dealing with magical items.)
Rituals to Lolth involve the burning of
Drow Religion • 39
Fifth-Level Spell are polymorphed into their present
form), the spell is ruined, but forces them
Spiderform (Alteration, Necromancy) into their real form. The caster of the
spiderform is stunned for 1 round.
Sphere: Animal, Necromantic If this spell is used on any drow, and
Range: Touch overcomes its magic resistance, the drow
Components: V,S,M is temporarily transformed into a drider
Duration: 4 rounds + 1 round/ under the casters control (AC3, MV 12,
level THAC0 13, 1 attack: bite for 1-4 plus save
Casting Time: 2 per target vs. poison at -2 or be paralyzed for 1-2
Area of Effect: One creature/level turns; retains own spells, hit points, and
Saving Throw: None intellect).
This control is like a charm, and lasts
This 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 its
12 (can leap up to 6 horizontally, and 12 naturethat is, contrary to the known
or more vertically, to pounce on prey); wishes of Lolth or its superiors, and
4+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 takes
strous Compendium. 1 round, during which time the drider
The bite of spiders created by this spell can take no action, and occurs at spell
is 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 Lolth
victim being stunned for one round, and desires otherwise) remembers nothing of
slowed 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 is
destroyed, the effect is immediately a spider of any type small enough to be
ended. held in the casters hand. It is crushed
Creatures to be transformed must be during spellcasting (hence normal, tiny
alive and relatively unharmed. Their arachnids are customarily used), and
numbers limit the number of giant spi- vanishes.
ders a high-level priest can create.
If a spider or other arachnid is trans- Seventh-Level Spell
formed by this spell, they temporarily
become a Giant Spider as described Zin-Carla (Necromancy)
above, losing their natural poison and
any web-spinning powers. They can read- Sphere: Necromantic
ily navigate in existing webs (including Range: Touch
the sticky strands of web or spellweb Components: V,S,M
spells). Duration: Varies
If spellcasting is interrupted for any Casting Time: 4 rounds
reason, or the normal creatures used Area of Effect: One creature
already bear a magical dweomer (e.g. they Saving Throw: Special
40 • Chapter 3
This spell is the highest gift of Lolth, breaking free of its control (treat as a
granted rarely even to favored drow. It is a charm spell, with the same saving throw
special form of animate dead, that ena- as in life). For example, one cannot
bles the caster to create a special sort of successfully use this undead to destroy a
zombie known as a spirit-wraith. Imbued being that it loved in life.
with the skills (hit points, armor class, Spell-like natural powers (such as the
and THAC0) it had in life, this creation is levitation ability of drow) are retained
telepathically linked toand controlled and can be used by the undead. The
by the caster of this spell, usually a drow spirit-wraith can use its former experi-
matron mother. ence and memories, as much as allowed
This spell may not be instantaneously by the linked caster. Both the zombie and
granted, or may be denied entirely, at the caster are immune to the effects of
Lolths will. It is granted only for the spells that attack the mind, and similar
completion of specific tasks, and these spell-like powers (such as the mental
may never be purely to work revenge or blast of a mind flayer). It knows wariness,
bring harm on other drow. Failure in the anger, glee, hatred, frustration, and tri-
task brings on the disfavor of Lolth. umph, but not fear. It cannot be con-
Zin-carla involves the forcible return of trolled by the spells and priestly powers
a departed soul or spirit to its body. Only normally used to command encountered
through the willpower and exacting, undeadand control of it cannot thereby
sleepless control of the caster are the be wrested away from the caster of the
undead beings desired skills kept sepa- zin-carla.
rate from unwanted memories and emo- Spirit-wraiths do not breathe, but can
tions. The duration of the spell is limited speak (if allowed to do so by their control-
by the needs of the task, the patience of ler). They can utter command and activa-
Lolth, and the mental limits of the tion words, and the controlling caster can
casterfor a total loss of control usually speak through them directly, but spell
means failure. incantations will have no effect if uttered
So long as that control is maintained, by the undead.
the spirit-wraith cannot tire or be dis- To stop a spirit-wraith, it must be
tracted from its task. It does not feel pain physically destroyedif it is still able to
or disability, and will continue to func- even crawl, it will do so, tirelessly, search-
tion as long as it remains mobile. ing for a way to complete its task.
A spirit-wraith cannot be made to cast The material components of this spell
spells without losing control over its mind are the corpse to be animated, and a
entirely, but can fully use combat and treasured object that belonged to the
craft-skills possessed in life. If control is person to be controlled. If the corpse is
lost, the wraith becomes a revenant, badly decomposed or not whole, other
driven by hatred and the memory of its spells (such as Nulathoes ninemen) and
violation at the hands of the spellcaster. magical unguents will also be required, to
Uncontrolled spirit-wraiths do not stop restore it to whole, supple condition.
until the zin-carla caster is destroyed. Wizards and other powerful creatures
A spirit-wraith driven to do something (such as mind flayers, aboleth, or cloak-
against its old nature has a chance of ers) who raid or despoil drow cities can
Drow Religion • 41
expect to face either a full-scale attack and well muscled. His eyes and hair
or a spirit-wraith or two. change hue to match his mood, from red
(for anger) to gold (triumph) to blue
VHAERAUN (lesser god) (amusement) and green (puzzlement or
curious interest). Vhaeraun always wears
Vhaeraun is the god of thievery and the a long, flowing black cloak. Those looking
furthering of drow aims, interests, and at it in darkness can see stars, the moon,
power on the surface world. He is also the or whatever else is behind it, through it
god of drow males opposed to the matriar- (even if the avatar is obviously within the
chy of Lolth, teaching that females are no portion theyre observing). Vhaerauns
better than males. He believes that drow cloak melts into nothingness if removed
should work with other elven races for from him, or if his avatar is destroyed. Its
common advancementnever associat- folds can harmlessly absorb seven spells
ing or trading with duergar, svirfneblin, of any level per day, and attract both
or other dwarven and gnomish races. magic missiles and area-effect spells
(Humans and halflings can be tolerated.) such as fireballs, completely protecting
Vhaeraun is handsome, even vain, and the wearer (and nearby beings who would
does not forget slights and deceptions. otherwise be harmed). Vhaeraun never
wears armor of any sort, although his
Roleplaying Notes: Vhaeraun is proud, avatar may use protective magical items
sometimes haughty, and bears grudges given to him by worshippers (regardless
of legendary length. Any underhanded of class restrictions, so long as they
means and treachery is acceptable to him function for beings of his alignment).
if it furthers his aims or is done in his
servicebut if others so treat him or his Str 16 Dex 19 Con 16
people, it is a deep sin that cannot go Int 18 Wis 12 Cha 19
unpunished. MV 16 SZ 16 MR 60%
Vhaeraun is an active god, who finds it AC 4 HD 20 HP 160
hard to hold aloof from the doings and #AT 1 (2) THAC0 1 Dmg by
needs of worshippers; there is a 15% weapon (or
chance that he will manifest if called on spell)
and if the proper ritual is performed,
his avatar is 20% likely to appear. Special Att/Def: Although he cannot nor-
mally use spells, Vhaeraun can duplicate
Statistics: AL ne; WAL any evil (drow of and use any spell in the mind of a priest or
any alignment); AoC drow males and evil follower of his faith, who is within 120.
activity (particularly thievery) on the sur- This can be done in addition to physical
face world, or against drow of other faiths attacks during a round. These spells func-
in the Underdark; SY a black half-mask. tion as if cast by an 18th level wizard.
Once every 6 rounds, Vhaeraun can
Vhaerauns Avatar (thief 20) cause a 70 range bladebend: the blade of
any one edged weapon currently drawn
Vhaerauns avatar appears as a slim, and held twists about to strike its holder
graceful, handsome drow male, 16 tall for full damage.
42 • Chapter 3
Vhaerauns Manifestations real power in the surface Realms.
Vhaeraun prefers to appear as an ava- They must manipulate trade, crea-
tar, but when he cannot (i.e. when rituals tures, and intrigues designed to frustrate
of summoning have not been performed), and lessen powers and plans of drow
he sends a black, flitting shadow. It priestesses (particularly those who serve
cloaks a favored being about the face, like Lolth), and continually foment rebellion
a half-mask, and remains for 9 rounds. or disobedience among drow males.
During that time, the favored being is: Drow thieves in need must be aided
l empowered with true seeing (even if female) healed, bailed out of jail,
l empowered to strike creatures nor- or forcibly rescued. Drow males op-
mally hit only with the most powerful pressed or under attack by drow females
magical weapons, even if the weapon must be physically aided, in any circum-
employed is not magical stances. Cruelties against drow males
l unable to fall, fumble, or miss foot- must be avenged.
ing on a leap or catch
l can move silently and pass without Requirements: AB standard (drow males
trace (as with the spell, a faint trail of only); AL ce; WP any; AR g; SP all, charm*,
magic is left) combat, divination*, elemental*, guard-
l healed of 2d4 hp of current damage ian, healing, necromantic, protection*;
PW 3) pass without trace, once/day/level
This manifestation never favors the gained thereafter, 6) animate dead, 9)
same being more than once per day. locate object; TU command.
Vhaeraun may also send a manifesta-
tion to signify his displeasure, or his Aims, Credo, and Ethos: The drow must
defiance of rivals or enemies of his people. forcibly claim a realm and rightful place
This takes the form of a floating, insub- on the surface world, and this must be a
stantial half-mask of shadows, that drifts society of equality between the sexes. The
silently to confront the beings he wishes existing drow matriarchies must be
to (passing any magical barriers, and smashed, and the warring practices of
entering any place, regardless of guards, twisted Lolth done away with, so that the
holiness to another deity, etc.). The mask drow are a united people, not a squab-
can only move and (twice per appearance) bling gaggle of rival Houses, clans, and
utter a chilling, mocking laugh. Those aims.
hearing it must save vs. spell or be
affected as if by a fear spell (without Rituals: Priests of Vhaeraun utter
saving throw). prayers to the Masked God of Night
whenever they accomplish something to
Duties of the Priesthood further his aims. Offerings of the wealth
and weapons of those they vanquish
Priests of Vhaeraun must encourage, (enemies of the drow, or regalia of female
lead, or aid bands of drow and allied drow priestesses) are to be melted in
chaotic evil creatures in thievery, and black, bowl-shaped altars. Priests of the
instigate plots, intrigues, and events to god must be self-reliant; the only sum-
continually increase drow influence and moning ritual or spell they are allowed to
Drow Religion • 43
employ is to summon Vhaeraun himself. can even be sold to human and other
If Vhaerauns avatar comes, an offering of wizards, as a sign of friendship, and to
a magical item must be renderedor one enrich the priesthood). A current project
will be taken. If no offering is present, the is to magically duplicate Vhaerauns
summoner will find himself on a quest to bladebend ability, but this has not yet
gain one, to be left on the altar with a been perfected. The spell so far results in
prayer for forgiveness. Vhaerauns avatar writhing weapons flying at random all
has been known to pursue thieves who about a chamber (DMs can use this as a
make off with magic intended for him. spectacular desperation spell employed
by a priest of Vhaeraun). The most impor-
Customs, Rules, & Taboos: Rituals to tant spell yet developed by the priesthood
summon Vhaeraun must be made in of Vhaeraun follows; it allows them to
darkness, by night. The most important construct magical items normally beyond
attacks, negotiations, and other activi- the powers of priests.
ties of the clergy must also occur at night.
Contact and marriage with other elven Soultheft (Alteration, Necromancy)
races is encouraged. Half-drow usually
breed true back into the drow race; Sphere: Necromantic
Vhaeraun sees this practice inexorably Range: Touch
raising drow numbers in surface lands. Components: V,S,M
Every priest must work to establish Duration: Special
some sort of permanent drow settlement Casting Time: 1 round
on the surface world, and either support Area of Effect: Special
that settlements needs personally, or Saving Throw: Neg.
(preferably) make it self-supporting.
This spell enables the caster to steal the
Equipment, Garb, & Offerings: No priest soul or spirit of a recently-slain character,
of Vhaeraun can wear armor, and dark to empower magic. The casters holy
garb is preferred. The gods holy symbol is symbol must be touched to the corpse,
a black mask, which can of course be within 1 turn per level of the caster. The
worn and used like any mask. Poison use, spell calls the life-force of the dead charac-
manufacture, and experimentation is en- ter back into the holy symbol. It will
couraged. Especially effective spells, poi- escape again, by itself, if the holy symbol
sons, and tactics devised by a priest are to is not touched to another object within 4
be shared with the godand thence, all turns.
clergy. Offerings of magic and wealth are The object to receive the life-force must
to be made regularly. The more, and the be touched by the holy symbol as a secret
more value, the more the god is pleased, word is spoken. The transfer takes 1
though he favors daily diligence more round to occur. If transfer is interrupted,
than rare, huge hauls. the life-force snaps back into the holy
symbol, but the transfer can be at-
Specialty Magic: Priests of the god have tempted again.
devised many spells, but these pass into Once transferred, the life-force empow-
general use (if not combat-oriented, they ers an item to function magically for 1
44 • Chapter 3
month or 10 charges per level or hit dice but need not be present at the casting of
(in life) of the dead character. Remember, the soultheft.
this spell uses a trapped soul for an
engine to power a previously-enchanted Splinter Faiths
magical item. It cannot be used to turn a
plain item into a magical one, i.e., one Drow in the Realms have embraced off-
cannot use this to turn a sword into a shoots of the major faiths, usually follow-
holy avenger +5. ing a charismatic mortal leader who
The character cannot be contacted, claims to be something more.
raised (or otherwise called back to living The only such cult known to be still
existence) unless the object empowered active, albeit in a debased form, is the
by the stolen life force is identified, She-Spider Cult, a Thayan-based sect
seized, and held by the being doing the that tried to link worship of Shar with
raising. The enchanted object will betray devotion to Lolth.
the fact that it holds the essence of a Opposed in the end by both goddesses,
particular being to any magical scru- the Cult enjoyed initial success as a secret
tinyi.e., a detect magic will not only society operating slaving and drug-run-
show a magical aura, but will reveal the ning operations in Mulhorand, Unther,
ghostly image of the stolen soul trapped and southern Thay. They eventually de-
within the item. generated into a criminal gang without
The material components of this spell divine support. It still stages fake rituals
(not consumed in casting) are the priests to thrill worshippers and to slay foes
holy symbol and the corpse. A suitable under the guise of sacrifices.
enchanted item must also be prepared,
Drow Religion • 45
The history of the drow in the Realms is The Dark Wars
long and grand, but very murky to the
sage or interested inquirer of today. The warlike drow nature did not change
Truth has been willfully twisted by clever when they escaped their surface foes. They
and fanatical drow to serve many parti- immediately launched a series of wars to
san 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 them
tend that traitors to the Goddess, or against the dwarvesestablishing 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 against
by four generations later. The history of priestess, for rule of their new realm. This
the drow can thus only be recounted in all-out war ended amid great magical
general terms following the work of explosions that brought down the roof of
Shahaerynus, a drow sage who dwelt in the largest dwarven cavern they had
long-ago Myth Drannor, and compiled seized, great Bhaerynden. The ceiling
The High History of the Drow. What you collapsed entirely, burying many drow
are about to read are excerpts from this and the shattered dwarven cities. The
book. Susprina, Elminster tells us, is cavern, now open to the sky, became
currently 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 of
We know very little of the Ilythiiri, or Elves places to dwell. The Scattering brought
of 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. They
dwelt in the jungles and hot forests of the The Drow Today
South. A proud, warlike, culturally ad-
vanced (some sages of other elven peoples Drow still hate each other, and strive
say decadent) folk, the Ilythiiri attacked fiercely to eradicate or weaken those of
all neighbors, including other elven tribes. rival cities, clans, noble Houses, or faiths.
Their cruel raids and depredations, or- This constant strife keeps other races far
dered by warlike nobility and the clergy of safer than they would otherwise be, as
their two cruel deities, Ghaunadaur and the drow (urged on by the clergy of their
Lolth, forced elves, humans, dwarves, and gods) fight among themselves, rather
others to ally against them. than launching new wars on others.
Defeated in a series of titanic magical Some few (perhaps 15% of all) drow are
battles, the dark elves fled into under- deemed good (actually, most are better
ground warrens they had earlier discov- described as Lawful or Chaotic neutral in
ered. This event, known as the Descent, alignment) by other races. They look to
marked the end of the drow as a surface- the surface, and worship Eilistraee, turn-
dwelling race. ing their backs on the darkness their
46 • Chapter 4
brethren have embraced. alone, can reduce these penalties. (DMs
It is not easy for a drow with a peaceful must adjudicate this on a case-by-case
disposition, or feelings toward what most basis, following a general rule that the
surface dwellers deem good, to develop a drow will be quite effective against oppo-
strong personal morality or even survive nents within arms reach, and vastly less
for long in the cruel, twisted societies of so, the further away foes are.)
the drow cities. Only truly outstanding Initial daylight surface exposure is also
individuals (Drizzt DoUrden, for exam- likely to give a drow horrific sunburn.
ple) manage to win free of drow lifestyle. After an initial attack, this burning
They are the heroesand, usually, the quickly lessens, but drow will always
wandering adventurer-outcastsof the prefer to keep their skin and heads
race. covered during daylight hours.
No good drow is yet known to have Drow who adapt to the surface always
succeeded in turning the bent of a drow remain comfortable in darkness, and able
city toward good. Altering the smallest of to see at night as well as a cat does. They
customs and (dis)courtesies is impossi- also retain a lithe agility, a dislike of
ble without the approval and support of bright lights, open sky, and loud noises.
Lolth, who dominates most such socie- They also have an unparalleled vicious-
ties. City dwellers are ruled by fear, ness in battle. The detrimental effects of
deceit, and cruelty; it is impossible for light on drow (detailed in their Monstrous
them to act other than as the dark Compendium entry and, in this book, in
villains surface Realmslore makes them the Magical Items chapter under Attune-
out to be, as long as they remain in the ment) fade slowly; all negative modifiers
cities of the Underdark. Drow who leave are reduced (toward normality) by 1 point
cities are dismissed and ignoredexcept for every year of continuous surface-
by drow merchants, who are glad to have dwelling, until they cease. If the drow
drow surface contacts. remains on the surface for at least one
Drow who dwell in small roving bands, year after all negative effects cease, they
however, or who reach the surface and will never return, and the individual can
manage to establish an existence there, thereafter operate freely both under-
can and have adapted to local mores and ground and aboveground. (Surface
conditionsand exhibit natures no more dwelling does not preclude sleeping in
good or evil than the general run of caves, exploring cellars, tombs, dun-
humankind. geons, and other underground areas for
Initial daytime exposure to the surface periods of less than four continuous
world usually blinds drow (DMS NOTE: days, or dwelling indoors and avoiding
apply Total Darkness effects to them, as direct sun.)
though they were human; if they bind Some drow have built successful trad-
their faces, they fight as if in Starlight, ing careers in Waterdeep, Calimshan,
as detailed in the Darkness section of Chessenta, and Mulhorand. Others are
Chapter 13, Vision and Light, of the known to lurk in the dark depths of The
Dungeon Masters Guide). Drow who are High Forest and The Far Forests, or trade
prepared for the effects of sunlight, and with Zhentil Keeps merchants in the
who have practiced fighting by sound woods northwest of Shadowdale.
Drow Spells • 49
look where the caster wants it to, unless fading into invisibility from the casters
controlled or influenced by additional gaze.
spells. A skyhook is too small to be stood upon
Sometimes, this spell is cast on a giant (i.e. to cast spells or fire missile weapons
spider (the caster requires a successful from, or serve as a perch from which to
attack roll if the spider is hostile and not climb further), but its hook is large
surprised) to see through its eyes while enough to provide purchase for thick
battling it, so that the caster and com- cables or up to six pairs of grasping
panions can strike from areas that the hands.
arachnid cannot see. A skyhook can be destroyed by its
caster (in 1 segment) by willing it out of
Second-Level Spells existence, but the caster need not con-
centrate on it to maintain it. A skyhook
Skyhook (Evocation) saves vs. a dispel magic cast against it as
if it were the caster, and gets a +4 bonus.
Range: 60 It saves as the caster (no bonus) against a
Components: V,S,M disintegrate spell, and can readily be
Duration: 3 turns + 1 turn/ destroyed by a properly-directed limited
level wish or more powerful spells.
Casting Time: 2 The material component of this spell is
Area of Effect: Special a miniature metal fishhook (or metal
Saving Throw: None hook of any size or type; in a pinch, a
piece of metal crudely bent into a hook-
This spell creates a solid hook of magical bend can be used). The spell is known to
force, invisible to all but the caster, at a drow, dwarves, human miners and warri-
desired location. The hook need not be ors as an aid in climbing, or the placing of
attached to anything, and is usually temporary supports when bridging
created in midair over a pit or chasm. chasms, crossing large subterranean cav-
Once cast, it remains immobile. Crea- ems near the ceiling, and scaling cliffs
tures can hang onto it, ropes can be tied and fortress walls.
to or hooked over it (appearing to hang
from empty air), and so on. It supports
loads of up to 700 pounds.
If its weight limit is exceeded, the
skyhook instantly vanishes.
Otherwise, it remains in place until the
spell expires, unmoved by physical im-
pacts, deliberate attacks, and magical
effects. It cannot be physically harmed,
but its own solidity and fixed location
make it dangerous to creatures leaping,
falling, or flying into contact with it. Two
rounds before it expires, a skyhook
warns its caster of impending collapse by
50 • Chapter 5
Third-Level Spells Hand of Darkness (Alteration)
Dark Wings (Alteration) Range: 10 yards/level
Components: V,S,M
Range: Touch Duration: 1 turn + 1 round/
Components: V,S,M level
Duration: 1 round/level Casting Time: 3
Casting Time: 3 Area of Effect: Light sources within
Area of Effect: One creature a 30 radius sphere
Saving Throw: Neg. Saving Throw: None
This spell transforms a piece of bat wing This spell cloaks the light sources that
and a piece of bone into a short-lived, the drow hate so much, quickly and with
magically-assisted pair of giant bat great precision. On the round after cast-
wings. These powerful appendages have a ing, the radiances caused by glowing
15 tip-to-tip span, and sprout from the magical items, light and continual light
shoulders of the caster or one who is spells, torches, fires, and other light
touched by him (who must save to negate sources within the 30-radius area of
the spell, even if willing). effect go out. The sources themselves
The wings allow the affected being to fly are not extinguished (an unseen fire still
clumsily (MV Fl 17 (D)), but with great burns fuel, and beings coming into con-
power. With these wings, a being can tact with it), but simply give off no light.
slow a fall, carry companions or gear of up The spell area of effect is aimed as if the
to twice his normal body weight, or glide caster were launching a direct attack (a
to bring up to three times the winged missed attack roll causes the spell focus
beings normal body weight to a harmless to be other than where it was intended;
landing. refer to the Scatter Diagram in the Gre-
In flight, the wings can buffet other nade-Like Missiles section of the Com-
creatures for 2d4 damage per round bat chapter of the Dungeon Masters
(slowing movement to 7 per round), and Guide). A dispel magic spell ends the
can be used to shield the winged creature effects of a hand of darkness, but will
and others, giving them the wings AC of also destroy any magical light that it was
4 if desired. The wings can take any masking. Continual light or at will
amount of damage without collapsing or radiances such as glowing magical
harming their owner. They slow walking swords are negated for 1 round/level of
movement rate to a maximum of 7, the caster of the dispel.
however, dragging behind the being on Creatures requiring light for vision (a
which they have grown. They cannot be hand of darkness spell has no effect on
removed before the spell expires, even by infravision) suffer Total darkness pen-
the caster, without the use of dispel alties while this spell is in effect (see
magic or polymorph magics. Vision and Light in the DMG).
Hand of darkness cannot be dispelled
by subsequent casting of light or contin-
ual light spells. The effect continues until
Drow Spells • 51
the hand spell expires or is specifically additional three experience levels of the
dispelled. Beings in the area cannot see caster. Note that this is different from the
light from outside, and light sources effects of the Melfs acid arrow spell, in
brought 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 the
nents of this spell are a piece of coal or initial strike.
handful of ash, a small sphere of black The material components of this spell
glass 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: Touch
Range: 200 yards Components: V,S
Components: V,S,M Duration: Special
Duration: Special Casting Time: 4
Casting Time: 4 Area of Effect: One spellcaster
Area of Effect: Special Saving Throw: Neg.
Saving Throw: Special
This little-known spell is a weaker version
Surface-dwelling wizards view this spell of the death link spell (detailed in the
as an improved version of Melfs acid Forgotten Realms Adventures source-
arrow, but the acid bolt is a very old spell, book). It affects only priests, wizards, and
thought to date from before the Descent other beings who cast spells (as opposed
of 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 casters hand, and ters, it is wasted (unless they are under
can be aimed (casters attack roll to attain the effects of an imbue with spell ability
a direct hit). On impact, the bolt forms spell).
a 10-radius sphere of acid, and explodes The backlash spell leaves only a faint
outward in a burst of liquid. dweomer, waiting inactive for later trig-
Creatures struck by splashes from the gering. It cannot be removed by a dispel
acid bolt (any creature within a 20- magic, but will be ended by a remove
radius danger zone) take 2d4 damage. curse or more powerful spell.
Creatures struck directly by the bolt An emplaced backlash takes effect only
suffer 4d4 damage, and all items worn or when the victim first employs an offen-
carried by them must make saving throws. sive spell that failsi.e., interrupted or
Splash damage only lasts one round. incorrect spellcasting, a successful sav-
Direct hits do damage for multiple ing throw, or a targets magic resistance
rounds, unless the acid is somehow or immunity. Consequently, this spells
neutralized. The acid bolt does an addi- effects may occur hours or years after its
tional 1d4 damage per round for every casting.
52 • Chapter 5
The backlash causes the spell to work Willing or not, target creatures are fully
with full effect on the caster of the failed affected for 1 round. On the next round, a
spell. It negates any saving throws or target, gets a saving throw vs. spell. If it is
immunities that would normally apply. successful, the spell fails and movement
A backlash only works once. Any num- begins again, slowed to feather fall (q.v.,
ber of these spells may be placed on a Players Handbook) rate for the duration
single spellcaster; only one will take effect of the spell. If the save fails, the stop
at a time, the earliest-placed being trig- continues until the spell ends.
gered first. Rumors persist of certain If the caster starts to cast another spell,
drow wizards who have developed fifth- stopping ceases. Creatures able to plane
level backlash spells that last for a ran- shift or become astral or ethereal can
dom number (probably 2-5) of spell fail- escape a stop spell.
ures. Other types may be triggered only A dispel magic cast on the target crea-
by certain sorts of spells (schools, levels, ture will free the creature instantly any
or involving particular elements, such as time after the initial one-round stopping.
flight/air or fire). Similarly, wearing a ring of free action
allows a target creature to escape instantly
Stop (Alteration) after the first round of a stop spell.
Range: 10/level Fifth-Level Spells
Components: V,S
Duration: 4 rounds Passweb (Abjuration/Alteration)
Casting Time: 4
Area of Effect: One creature Range: Touch
Saving Throw: Special Components: V,S
Duration: 1 round/level
This spell instantly confines the move- Casting Time: 5
ments of any one target creature within Area of Effect: One creature
range (including the caster himself) to Saving Throw: Special
the spatial location occupied when the
spell takes effect. This spell enables the caster (or one
In other words, the targets motion creature) to pass through existing webs,
airbore or otherwiseis instantly halted, both natural and magical, as though they
and cannot move away from that spot. did not exist. It also permits passage
The stopped creature has full freedom of through barriers of rope or vine, provided
movement, but will remain in one spot for the area to be passed through incorpo-
the duration of the spell. rates only non-magical, organic materi-
Stop affects only one creature, chosen als. The webs are not disturbed or altered
by the caster (seen or visualized, concen- in any way by this spell or the passage
trated upon, and within range). It can through them.
therefore serve to separate a chosen rider
from an unaffected mount.
54 • Chapter 5
A recipient of this spell may try to free another being attempts to usurp control
creatures or objects already trapped in a of them by magical means, the sum-
web. Three successful Strength Checks moned spiders vanish into thin air.
and a Dexterity Check must be made in If no opponent exists to fight, the
the same round, for an attempt to be spiders can perform other services. They
successful. (If a trapped being is unwill- will obey only the caster.
ing to be freed, and able to actively resist, The material components of this spell
failure is automatic.) are a bag (of any size), a small candle,
This spell does not confer immunity to taper, or lamp (not necessarily lit), and a
the effects of viscid globs (created by a spider leg or entire spider corpse.
particular type of magic wand; see the
Drow Magical Items chapter.) Seventh-Level Spells
The caster is always affected by his own
passweb, but a touched target creature, Vipergout (Conjuration)
even if willing to be affected, gets a saving
throw vs. spell. If it is successful, the spell Range: 0
fails and is lost. Components: V,S,M
Duration: Special
Sixth-level Spells Casting Time: 7
Area of Effect: Special
Summon Spider (Summoning) Saving Throw: None
Range: 60 yards This spell causes live snakes to be created
Components: V,S,M in the mouth of the caster, who must spit
Duration: 6 rounds + 1 round/ them out. They do not choke or otherwise
level harm the caster. Until the spell expires,
Casting Time: 6 they serve the caster, fighting to the
Area of Effect: Special death.
Saving Throw: None One snake appears for every 3 levels of
the caster (rounding down); each round,
This spell calls one spider per level of the roll 1d4 to determine how many serpents
caster, of any type and size (the most issue from the casters mouth in that
common sorts of spiders are detailed in round, until all the snakes have appeared
Volume 1 of the Monstrous Compen- (the rate of appearance is not controllable
dium). If multiple spiders are summoned, by the caster). Until all have issued forth,
they may be of various types. the caster cannot speak, cast spells with a
The arachnids appear within spell verbal component, or utter command
range and attack creatures indicated by wordsbut can breathe normally, swal-
the caster until the spell expires, the low without affecting the arrival of the
caster commands them to cease, or the snakes, and freely engage in movement
monsters are slain. and combat.
The spiders never attack the caster, The snakes are of the Normal Poison
and 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
Drow Spells • 55
Monstrous Compendium), not giant- magic will be effective only if cast within 2
sized. The spell does not enable the caster rounds of the touch that confers the
to empower them with special powers or death spider condition.) The afflicted
increased intelligence. A summoned limb may be severed and burned to
snake cannot be made to attack its destroy the death spider. If done within a
fellows, the caster, or itself. Dispel magic, round of its creation, only a hand or foot
charm spells, and all other means short will be lost (with accompanying 1d4 + 1
of slaying caster or snakes will fail to hp, System Shock roll, and loss of the
break the casters control over the limbs mobility and abilities). If left until
snakes. longer, the entire limb will have to go,
Controlled snakes attack as the caster with the loss of 1d12 + 4 hp and a System
wills. They can switch targets if desired, Shock Roll.
can constrict without biting (or without A death spider never has a poisonous
harming), use their coils and jaws to turn bite or other spider powers, but if un-
keys, move small objects about (e.g. checked, it will inexorably consume its
bringing a wand to the caster), gnaw entire host.
ropes, and engage in other non-combat One day after the host is entirely eaten,
activities. the death spider will exhibit the web-
The material component for this spell is spinning, venom, and other spells of the
a piece of snakeskin. spider type it resembles, and become a
giant-sized spider of that type.
Eighth-level Spells The material components of this spell
are a small live spider of any sort, a drop
Death Spider (Alteration, Necromancy) of the digestive juices of any creature, and
a tooth (from any source).
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw: Neg.
This horrible spell causes one of the
victims own limbs to instantly become a
mindless, hairy black spider. The spider
twists about and starts eating the vic-
tims flesh, doing 1-2 points of damage
per round. Anything worn or carried by
that limb drops away.
The victim is allowed an initial save
against the spell. If it fails, only a remove
curse in tandem with a polymorph spell,
or a limited wish or more powerful
means, will end the condition. (A dispel
56 • Chapter 5
Ninth-Level Spells PRIEST SPELLS
Black Blade of Disaster First-level Spells
(Evocation, Conjuration/Summoning)
Spider Climb (Alteration)
Range: 10/level
Components: V,S Sphere: Necromantic
Duration: 1 round/level Range: Touch
Casting Time: 6 Components: V,S
Area of Effect: Special Duration: 1 round + 1 round/
Saving Throw: None level
Casting Time: 1
This spell enables the caster to create a Area of Effect: Creature touched
black, blade-shaped planar rift. It moves Saving Throw: Neg.
about as the caster wills, providing the
caster can see and concentrate on it, at a The version of spider climb used by drow
rate of up to 90/round. If the caster priestesses is a slight improvement over
ceases concentration on the effect at any the widely-known wizards spell.
time, the blade collapses into nothing- Bare hands and feet are required, and
ness at the end of that round. the affected creature moves at MV 9 (6 if
A black blade of disaster can cut at all encumbered). Movement is silent,
through prismatic walls and spheres, unless loose rock, etc. is dislodged. Ob-
walls of force, and all other known jects that weigh less than 1 pound will
magical barriers, including an anti- stick to the affected beings hands and
magic shell. feet for the spell duration, making certain
Such a blade can also be used to strike types of spellcasting virtually impossible.
in battle, twice per round (it has the same The effect can be prematurely ended by
THAC0 as its caster). A black blade does the caster, by pronunciation of a word (if
1-12 structural (or hull) points of damage the affected being is not the caster, the
(1d12 x 10) to inanimate objects that do caster must be within a range of 10/level
not bear dweomers. If walls have spells for the word to have any effect).
upon them, consider them magical barri- Sufficient force will tear a spider climb-
ers (see above). ing being away from the surface he is
Against creatures, a black blade does clinging to; the DM must determine what
2d12 points of damage per strike, attacks occurs according to the situation.
twice per round, and absorbs all magical Unlike the wizardly equivalent of this
attacks and effects directed at it. Anyone spell, no material components are re-
trying to seize or physically attack it is quired. If the caster is the recipient of the
affected as if struck by the blade. spell, its duration can be (by silent will)
If the caster rolls a natural 20, the stopped and started; i.e., a climber who
blade causes the victim to disintegrate. reaches a ledge can turn off the effect
Nothing short of a wish will restore a and sleep, cast other spells, and engage in
character destroyed in this fashion. other activities, turning on the spider
climb later in order to climb down.
58 • Chapter 5
This option is not available to recipient This magic was developed for use in
creatures other than the caster. Such rituals of worship to Lolth, but has since
beings must be touched for the caster to been adapted into an offensive battle-
transfer the magic to them. This can be spell. It requires the same material com-
done at any time during the life of the ponents as a normal fire. The spell may
spelli.e. a priest can spider climb for a either transform a normal fire, or ignite
time, touch another being, and by will unlit fuel into darkfire.
transfer the remaining time of the ability Darkfire gives off no light at all, al-
to that other being. If a being is unwilling though creatures with infravision see
to be affected, a saving throw vs. spell is darkfire as a brighter signature than
allowed, to negate the effect (this ends the regular flame. All of its combustion is
spell immediately). bent to producing heat and wild magic
energy, which it does very well: contact
Spidereyes (Alteration) with a brazier or hand-lamp of darkfire
typically does 2d4 hp of damage (plus,
Sphere: Animal flammable items or garments worn or
Range: Special carried by the target must make saving
Components: V,S throws against magical fire).
Duration: 1 round/level In battle, darkfire usually emanates
Casting Time: 1 from 1-2 of the casters limbs, as desired.
Area of Effect: Special It does not harm the caster at all, except
Saving Throw: None to burn away clothing it touches. A blow
from a flaming limb typically does 1 hp of
This spell enables a priest to temporarily physical damage, and another 1-8 hp of
see through the eyes of any living arach- burning damage.
nid, which must be touched. Unlike the Darkfire from a flaming arm can be
wizardly version of this spell, a priest willed into handfuls, and thrown: 1 ball
requires no other material components. per round, attacks as if caster were
Other than this, it is the same as the striking directly, 10 range. Thrown
wizard spell spidereyes. darkfire does 1d3 hp damage plus 1 point
per level of the caster upon strikingand
Second-Level Spells the DM should note its flammable effects
on wherever it lands, in the event of a
Darkfire (Alteration) miss. Missed darkfire rages where it
lands for 1-2 rounds before burning itself
Sphere: Elemental out.
Range: Touch Fire resistance of all sorts is only
Components: V,S,M partially effective against darkfire; the
Duration: 2 rounds/level saving throw bonuses normally conferred
Casting Time: 2 by such magic are only half as effective,
Area of Effect: One fire source and any damage reduction is also halved.
Saving Throw: Special (In any case where total immunity usually
applies, a saving throw vs. spell is re-
quired to escape all darkfire damage.)
Drow Spells • 59
Mindtouch (Divination) initially foiled by any thickness of lead,
two or more inches of any metal other
Sphere: Divination than lead, or two or more feet of rock.
Range: 5 yards/level, 90 One creature per round can be probed;
yards maximum the priest can freely switch the listening
Components: V,S,M from one being to another. The priest can
Duration: 1 turn/level even engage in spellcasting or activities
Casting Time: 1 round requiring intense concentration without
Area of Effect: One creature ending the spellbut any round in which
Saving Throw: Neg. the priest does not concentrate on the
thoughts of a being is a round wasted.
Similar to the wizards spell ESP, a The spells time until expiry keeps run-
mindtouch allows the caster limited con- ning, and without concentration, noth-
tact with the minds of nearby living ing will be read.
creatures. Surface thoughts can be read, The caster can use the spell to help
but no mental influencing or direct com- determine if a creature lurks in ambush;
munication is possible. Unintelligent even if no thoughts can be read, the
creatures will yield only emotions and priest can feel the presence of a mind,
instinctive thoughts. and gain some idea of its current state
Undead and creatures without minds (agitated, active, damaged, at rest, and so
(as we know them) cannot be contacted on). Even a clear thought-reading will not
by this spell. Contact can be broken or
60 • Chapter 5
always reveal what sort of creature is white aura, concentrated around the
being read. magic they bear e.g. a sword or potion
The priests holy symbol is the material flask. The entire person of a polymor-
component of this spell. phed being glows, as does the entire
extent of any illusion. Spellcasting or
Third-Level Spells magical item activation within the radi-
ance of a continual faerie fire is accom-
Continual Faerie Fire (Alteration) panied by tiny, winking white motes of
light. Note that aura-effects are cumu-
Sphere: Weather lative; an undead imbued with spell abil-
Range: 120 yards ity or disguised by an illusion would have
Components: V,M a black aura, haloed with a flickering
Duration: Permanent white one. The magic that animates some
Casting Time: 6 undead is part of their essential nature,
Area of Effect: 12 sq. feet/level, and so would not cause a white aura
within a 70-foot unless they also bear some special magi-
radius cal item or cast dweomer, or are them-
Saving Throw: None selves engaged in spellcasting or the
discharge of spell-like natural powers.
This spell allows a priest to permanently The radiance does not harm undead or
paint an object with pale glowing light. dark-dwelling creatures, and never ap-
This radiance may be of any hue desired proaches the intensity of sunlight, but
(amber, green, red, and ale-brown seem creatures using normal vision can attack
most popular, in that order, although and function as if in normal light. The
adventurous clerics sometimes employ radiance does not alter or damage objects
even more exotic hues). or creatures within its area of effect in
The area can be of any size up to the any way. Moving objects and creatures
priests limitations, but must be continu- retain a glowing outline for 1 round after
ous: a row of coin-sized patches of light the round in which they leave the lit area.
would require a row of spells, whereas a The material components of this spell
ribbon of light in the same area could be are a piece of foxfire, a drop of water, a
created with a single spell. In this man- pinch of ashes, and a pinch of bone dust.
ner, large glowing murals are drawn on Dispel magic ends this spells effect
the walls of some drow structures. forever. It operates independently of mag-
In addition to its artistic uses, contin- ical light and darkness, functioning as if
ual faerie fire is quite sensitive to life- neither existed. Within areas of bright
energy. Undead creatures, however dis- light, the winking white lights of magical
guised, radiate an aura of blackness outlines are hard to see, and the outlines
when limned with continual faerie fire around beings and objects appear as a
(this does not extend to evil beings from faint fuzziness around the perceived
other planes turnable by high-level cler- edges of the outlined form.
ics, only to true undead). This spell is most often used to illumi-
All beings and objects possessing a nate temples or other important build-
dweomer radiate an additional, flickering ings. Outside cities, drow most often use
Drow Spells • 61
it in the Underdark to illuminate areas spellweb to dissipate in 1 round, by
where 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 of
a spellweb as it forms must save vs. spell
Sphere: Creation at -2. If the saving throw succeeds (and
Range: 5 yards/level space permits), they have managed to
Components: V,S,M jump free of the forming spellweb. If the
Duration: 1 turn/level surroundings make this impossible, they
Casting Time: 3 are not entitled to a saving throw.
Area of Effect: Special Engulfed creatures of less than 13
Saving 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 can
the wizardly web spell. The spell creates a break through one foot of spellweb
many-layered mass of strong, sticky strands per round. Creatures of 18 or
strands similar to spider webs but far greater Strength can break through two
larger 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 larger
diametrically opposed points (such as size, and possess a motive strength and
floor and ceiling or opposing walls), or the bulk normal for their size (i.e. a giant
spellweb collapses on itself, and disap- slug), can brush through 10 feet of webs
pears. per round.
A spellweb always glows with an eerie Missile fire is generally ineffective
greenish 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 are
At the casters option, the completed reduced to AC 10 (9 if they currently
spellweb can be lightless, or can glow possess either Strength or Dexterity
with a very faint pearly radiance, aiding scores of over 15; 8 if both ability scores
creatures 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 slash
spellweb they have cast is disturbed, them away as easily as a hand brushes
damaged, or expires. This tenuous link- away cobwebs. Any firesuch as a torch,
age does not cause the priest any pain, flaming oil, or candlewill set a spellweb
nor 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 much
harming the caster. The caster cant choking smoke (no harm, but reduces
cause the spellweb to melt away before visibility enough to cause -2 on all
its expiry until 9th level, whereupon the attack rolls for the round following the
caster gains the ability to cause his spellweb's ignition). All creatures within
62 • Chapter 5
or stuck to a flaming spellweb take 2d4 will be unable to spin webs, but can
points of damage from the flames, ere readily navigate in existing webs (even
they are freed. the sticky strands of web or spellweb
The material components of this spell spells).
are the priests holy symbol, a crystal of If spellcasting is interrupted for any
any size and type (e.g. a diamond or a tiny reason, or the normal spiders used
grain of sugar or salt will serve equally already bear a magical dweomer (e.g. they
well), and a piece of spider web. are other creatures polymorphed into
spiders), the spell is ruined. They are
Giant Spider (Alteration) freed from arachnid-form by the attempt
to use them in a giant spider spell, and
Sphere: Animal the would-be caster is stunned (unable to
Range: 20 yards think or act coherently) for 1 round.
Components: V,S,M
Duration: 3 rounds + 1 round/ Venom Immunity (Necromancy)
level
Casting Time: 2 per arachnid Sphere: Guardian
Area of Effect: One arachnid/level Range: Touch
Saving Throw: None Components: V,S
Duration: 1 round + 1 round/
This spell enables a priest to turn one or level
more normal-sized arachnids into giant Casting Time: 3
spiders (see Spider entry in the Volume Area of Effect: One creature
I of the Monstrous Compendium). Unlike Saving Throw: None
normal giant spiders, the bite of the
spiders created by this spell is not a fatal This spell affects the caster or one
poison; instead, failure of the poison save touched recipient creature. It renders the
results in the victim being stunned (no recipient immune to the effects of all
attacks or deliberate activities) for one toxins for the duration of the spell.
round, and slowed for the rest of the spell Poisons foiled by this spell are perma-
duration. nently neutralized; they cannot later af-
This spell only affects arachnids; in- fect their target, if still present when the
sects, crustaceans, and other similar spell wears off. Later attacks with the
small creatures are unaffected. The mate- same poisons, however, would have nor-
rial components of the spell are the mal effects: unlike a medicinal antidote,
priests holy symbol and the arachnids to once the magical immunity expires, it
be transformed. They must be alive and leaves no trace resistance.
relatively unharmed, and their numbers Unlike the more powerful neutralize
limit the number of giant spiders a poison, this spell has no effect on poisons
high-level priest can create. already present in the victim. It will foil a
Even if a spider is normally poisonous, poison that first contacts its victim in the
or the arachnid is a non-spider of some same round that the victim receives a
sort, the spell transforms them into a venom immunity spell.
Giant Spider as described above. They
Drow Spells • 63
Fourth-Level Spells Passweb (Abjuration/Alteration)
Attunement (Alteration/Necromancy) Sphere: Necromantic
Range: Touch
Sphere: Guardian Components: V,S
Range: Touch Duration: 1 round/level
Components: V,S,M Casting Time: 4
Duration: Special Area of Effect: One creature
Casting Time: 1 round Saving Throw: Special
Area of Effect: 1 creature
Saving Throw: None Other than a shorter casting time, this is
the same as the 5th level wizard spell
This spell enables the affected being to passweb.
safely use the magical powers of house
insignia, and all other items bearing the
same House identifier as part of their
enchantment. Attunement also allows a
being to pass the traps and wards of
House defenses without harm.
The spell places knowledge of how to
wield insignia powers in the recipients
subconscious mindbut does not iden-
tify any of the powers, or give any idea of
their nature and numbers.
The effects of this spell last until the
insignias accompanying curse (see the
house insignia section of the Drow
Magical Items chapter) is triggered, or
the attuned being is slain. The material
components of this spell are the holy
symbol of the caster, at least one drop of
the recipients tears, and a tiny moon-
stone or diamond (all but the holy symbol
are consumed in the spellcasting).
64 • Chapter 5
Fifth-level Spells Summon Spider
(Conjuration/Summoning)
Control Vapor
(Alteration, Conjuration/Summoning) Sphere: Animal
Range: 60 yards
Sphere: Weather Components: V,S,M
Range: 40 Duration: 4 rounds + 1 round/
Components: V,S,M level
Duration: 1 round/level Casting Time: 5
Casting Time: 5 Area of Effect: Special
Area of Effect: 10radius/level Saving Throw: None
hemi-sphere
Saving Throw: None Other than the shorter duration and
casting time, this is the same as the
This spell enables a priest to alter the sixth-level wizard spell summon spider.
movement rate and direction of natural Also, no material components are needed
or magical smokes and vapors, including for this version.
breath weapons, spells, and creatures in
gaseous form. Within the area of effect Undead Regeneration
the caster is able to hold the vapor (Necromancy) Reversible
stationary or move it up to 10 per round
in any desired direction. If the vapor Sphere: Necromantic
passes out of the spells stationary area of Range: Touch
effect, control is lost. Components: V,S
Creatures who are wind walking or in Duration: Instantaneous
gaseous form get no saving throw to avoid Casting Time: 5
the spells effects. They are in complete Area of Effect: One undead
control of the caster. Creatures able to Saving Throw: None
freely leave gaseous form can still do so,
but at half the usual rate. Clouds of By means of this spell, the priest can
insects and other swarming lifeforms heal an undead, restoring to its unlife a
amorphous-form but non-gaseous beings number of hit points equal to 1d6 plus
are not affected by this spell. the casters level. Gaseous and intangible
Drow primarily use this spell to funnel undead can be touched by a caster
fresh air into remote caverns, not for reaching into the space they occupy. The
battle purposes. spell prevents normal undead attacks or
effects 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 as
healing or extra hit points by the caster.
The same protections against undead
Drow Spells • 65
powers are given to the caster as undead A bite delivered, successful or not, is
regeneration confers. considered to use up the magic. Victims
Only undead can be affected by either receive a saving throw vs. poison at -3 to
version of this spell. avoid the bite effects. A successful save
against one bite attack has no influence
Sixth-level Spells on later saves by the same victim, against
the same or another spider bite caster.
Spider Bite (Evocation) For the entire time this spell is in effect,
the caster is protected as if by a neutral-
Sphere: Combat ize poison spell.
Range: Touch
Components: V,S Seventh-level Spells
Duration: Special
Casting Time: 4 Repulsion (Abjuration)
Area of Effect: Target creature
Saving Throw: None Sphere: Guardian
Range: 10 yards/level
Also known as venom bite, this spell Components: V,S,M
confers the poisonous biting ability of a Duration: 1 round/2 levels
spider to the caster. A successful attack Casting Time: 7
roll is required to administer the poison, Area of Effect: Creatures in a 10-
and the caster can only bite exposed or foot-wide path
clothed flesh (armor is right out). The Saving Throw: Neg.
number of times the bite has venom
effects, and the power of those effects, The priestly version of the repulsion spell
depends on the casters level: developed by the drow differs slightly
from the magic familiar to surface-dwell-
11-13: one bite only; Poison Type B. ing wizards.
14-16: one bite only; Poison Type C. The priest must be able to confront the
17-18: one bite only; Poison Type D. creatures to be affectedhe must see
19-20: two bites; Poison Type D. them, and be seen. As the casting ends,
Over 20: two bites; Poison Type E. flickering black flames seem to emanate
from the caster, streaming outward to
The effects of these poison types are define the pathway of effect.
detailed on page 73 of the Dungeon Repulsion forces creatures in its path
Masters Guide, in Table 51. to move directly away from the caster, at
Spider bite can be saved for hours or their normal movement rates. The caster
days after casting, as long as the caster can pick a new direction each round, in
undertakes no subsequent spellcasting any direction desired,
during this time. Creatures who fail their save retreat for
a complete round, even if this takes them
beyond spell range. This spell is not
effective against drow or creatures of
chaotic evil alignment but other sorts of
66 • Chapter 5
evil creatures will be affected.
The spell ends instantly if the caster
undertakes any other spellcasting, intri-
cate action, or hand-to-hand combat. The
material components of this spell are the
priests holy symbol, a miniature sword
blade (or normal dagger or knife), and a
flame, spark, hot coal or ember.
Elminster notes that drow are skilled at
magic, and constantly devise new spells!
Adventurers, be warned!
Drow Spells • 67
This chapter details a number of impor- specially-crafted items of drow garb.
tant magical items used by drow. Some These include the cloaks and boots worn
have been created and used by surface- by most drow. The cloaks, known as
dwellers of several races; drow have been piwafwi, are fire-resistant (+6 on the
known to seize not only magical items, but wearers saving throws vs. fire). Both
the wizards who created them, during cloaks and boots are 75%-effective equiv-
night raids on The World Above. Other alents of cloaks and boots of elvenkind,
items are unique creations of the drow. detailed in the DMG.
Several of the methods of making items The non-encumbering, black mesh
may indeed date from that long-ago time adamantite-alloy armor worn by almost
before the Descent, when drow dwelt in all drow warriors encountered (equiva-
The Lands of Terrible Light. Whatever lent to chain mail +1 to +5), and the
their origin, all of the items in this bucklers many of them use (which carry a
chapter are known to be in current use by magical bonus of +1 to +3), are also
drowand the secrets of their making to imbued with their abilities thanks to the
be possessed by some. strange radiations of the Underdark.
With each items entry, experience- While these items perform as if they
point values and suggested gold piece sale were magical, they do not in fact bear
values appear. The former apply only to dweomers. The reasons for this are dis-
the creation of such items, not their cussed in the Drow Craftwork chapter.
possession. The latter are guides for DMs Experience values are therefore not given
to use in valuations, where desperate PCs for crafting these (PCs would have to
must part with itemsmagical items spend years learning to make such items
more powerful than potions and scrolls in radiation-strong, drow-controlled
are not sold openly to anyone, anywhere areas of the Underdark). Resale values for
in the Realms. seized items tend to be 1,000 gp per
Items appear in this chapter in the same cloak, buckler, or pair of boots, and 2,000
order as in the Dungeon Masters Guide. gp per suit of armor. Double value is given
The only exceptions to this are Drow if the items are known to have never been
Clothing and house insignia. When using removed from Underdark radiations, and
the Magical Item Tables therein to deter- 1,000 gp more for high-bonus armors.
mine drow treasures, put these items at 12
and 13 on the tables, moving the normal Potions
results for those numbers to 20.
Drow magic is as energetic and ad- Potion of Magic Resistance: Drow babes
vanced as the researches of surface- and infants have a weak, fluctuating
dwelling mages. New magical item inven- natural magic resistance (from 02-40%;
tions are frequent, and such items are roll 2d20 to determine resistance on a
usually deadly offensive weapons. given round). To protect their children,
drow alchemists long ago devised a po-
Drow Clothing tion whose battle use has spread among
the race.
The radiations of many areas in the Usable by drow and all other creatures
Underdark alter and augment certain who drink of it, whether or not they have
70 • Chapter 6
cludes beings who have magically as- (master rods) 8-long tentacles at the
sumed any arachnid form. other. These life-like arms reach and
Arachnids are not allowed a saving writhe of their own accord when the rod
throw unless they have an intelligence of is used as a flail. The color of the tentacles
3 or greater (polymorphed characters denotes the type of tentacle rod.
receive the best class-related saving These rods function in the hands of
throw available to the character). priests of any evil alignment, and then
The wearer must be able to see the only if a specially enchanted ring of
arachnids to control them. Control lasts control is worn as well. Such a ring can
as long as the wearer maintains visual control any tentacle rod of the type it is
contact, concentrates on the arachnids, linked to. If a control ring is not worn, a
and does not engage in spellcasting or tentacle rod exhibits none of its special
combat. (The wearer may move slowly if powers, and functions only as a magical
doing so does not break the line of sight.) flail doing 2-5 hp damage (no bonuses).
When the wearer stops concentrating, No saving throws are allowed against
the arachnids are free to run away or the special effects of these weapons.
attack. The effects of this ring are other-
wise identical to those of a ring of mam- Lesser Tentacle Rods:
mal control (see DMG). Like that ring,
this one has charges. One charge is Purple: When wielded in an attack, each
exhausted per activation. The ring will arm attacks the same target at THAC0 13,
have 10d10 charges when created. inflicting 3 points of damage. If all 3 arms
The ring can be activated once per strike the target in a round, the victim
hour. It can be used for up to a full turn, takes double damage (18 hp) and is
but if concentration is broken, the rings slowed for 9 rounds. If struck by all three
powers cannot be called upon again until arms again during the slowed period, the
an hour has passed. victim is slowed for 9 rounds after the
XP Value: 1,000 Suggested GP Value: latest strike: the slow time is not cumula-
4,000 tively extended by each triple-strike. Con-
trol ring: rune-carved hematite (material
Rods value 500 gp). XP Value: 3,000 Suggested
GP Value: 15,000
Rod of Tentacles:
Red or russet: This does the same damage
The construction of these fell items is a as a purple rod, but its triple-strike causes
secret held by drow who worship Ghauna- total weakness in the victims right or left
daur (see the chapter on Drow Religion), arm (whichever takes the brunt of the
but apparently involves animate object, attack: determine by situation or ran-
enchant an item, permanency, and some domly). The limb cannot be lifted, or used
sort of monster summoning. to strike, grasp, or carry things, for 9
Tentacle rods are of various types, but rounds. Control ring: rune-carved rhodo-
all are 2-long, dark rods with a thickened chrosite (material value 500 gp). XP Value:
hand-grip at one end, and either three 3,000 Suggested GP Value: 15,000
(lesser rods), six (greater rods) or seven
72 • Chapter 6
Staves (Tanarri, TrueVrock). The sum-
moned vrock will always attempt its nor-
Staff of the Abyss: This ornately-carved mal gate; Abyssal creatures brought in
staff of leather-like horn is inscribed with will ignore the staff-wielder, but obey the
fell black runes and vile images of fanged, vrock.
many-tentacled cruel horned monsters. It The vrock resembles an upright, man-
is topped with a many-horned skull with like taloned vulture. In aerial combat,
grim, interlocking fangs. Whenever a they like to rake from above with their
special function of this staff is used, two rear talons, wounding an opponents
amber flames appear in the eye sockets of wings (if any), or sending their target
the skull, and blaze for 5 rounds. tumbling end-over-end in the air. They
A strike from this staff inflicts 4-24 have a natural strength of 19, and fight in
points of damage, which may be healed perfect coordination with others of their
only at the rate of 1 hp per day (magical kind.
curatives cannot hasten this rate). If any l The staff-wielder may also transform
creature of good alignment touches the himself into a glabrezu for 5 rounds.
staff, the staff deals this damage. The intelligence and awareness of the
The wielder of a staff of the abyss can staff-wielder is retained, and the trans-
cause fear in any creature touched (save formation heals 10-60% of current hp
at -6); this power may be combined with damage each time the change is made
an attacking blow, but is not automatic (once from wielder into glabrezu, and
the wand-wielder must concentrate on again when the change back is made).
the effect. The change back is involuntary, not
The staff also has two special func- requiring that possession of the staff
tions, each of which are usable only once be maintained.
per day. The glabrezu - form is AC -7; MV 15;
l The staff-wielder may summon a vrock hp (and saving throws) as in real form;
from the Abyss once per day (it will #AT 5; Dmg 2-12 x2 (pincers)/1-3
remain for 1 turn, unless slain or (claws) or by weapon x 2/2-5 (bite);
dismissed by the staff-wielder earlier). THAC0 11; SA: grab; SD: spell-like pow-
The summoned vrock will not attack ers, +2 or better weapons to hit, immune
the staff-wielder, and will obey him to to non-magical attacks; MR 50%; AL as in
the best of its ability. If the vrock is real form (but strong urges toward cru-
slain while serving the staff-wielder, elty, destruction, and violence will be
the staff transforms the wielder into a felt); see MC8 (Tanarri, TrueGla-
replacement vrock, who is sucked into brezu). Unlike a real glabrezu, the trans-
the staff, to serve its next wielder! formed staff-wielder cannot gate in any
The vrock is AC -5; MV 12, Fl 18 (C); Abyssal creature, or plane shift itself.
HD 8; #AT 5; Dmg 1-8 x2 (foretalons)/1- The glabrezu-form resembles a 15-tall
4 x 2 (rear talons)/1-6 (bite) +7 (strength biped with russet to black hide, a dog-like
bonus); THAC0 13; SA: spores, screech, head with bat-like ears, penetrating violet
first attack, dance of ruin; SD: spell-like eyes, and fangs. Two humanoid, muscu-
powers, +2 or better weapons to hit, lar arms end in pincers like those of a
never surprised; MR 70%; AL CE; MC8 giant crab or lobster, and below these,
74 • Chapter 6
The wielder activates the wand by a creature appears as a dead black, gaunt,
command word, and then chooses one of fang-mouthed horse with a wild mane
its four powers by silent act of will: and tail, its eyes glittering red and its
l Darkness 15 radius, lasting 4 rounds nostrils and hooves emitting small, con-
and centered on the wand-tip. The stant flames (at the DMs option, these
wielder and anyone else touching the can force normal fire saving throws in
wand can see perfectly in this dark- struck or trampled flammable items).
ness. Cost: 1 charge. Cost: 3 charges.
l By touch, the wand can break a protec- l Animate dead on a single creature of
tion from evil circle, or deal any crea- up to 7 tall, creating a zombie, skele-
ture of good alignment 2-5 points of ton or animal zombie (detailed in the
fiery damage. Creatures immune to Monstrous Compendium). The undead
fire, or of neutral or evil alignments, creature serves the wand-wielder for 6
are unharmedbut the charges are turns (unless destroyed earlier), and
still lost. Cost: 2 charges. then collapses. If it is still complete, the
l Summon nightmare, with a 4 in 6 corpse or skeleton can be re-animated
chance of success (charges are lost by spending another 4 charges.
even in failure). The evil Dark Horse Incomplete skeletons cannot be ani-
appears in a harmless explosion of mated, and existing undead (not created
curling black smoke and brimstone by the wand) cannot be controlled, but
stench in 1d3 rounds. It immediately each attempt to do either will drain the
knows and serves its summoner. It will usual charges. Cost: 4 charges.
not attack him, and can be com- In addition, 10% of these wands (their
manded to fight, or carry a rider (on a values are given below in parentheses)
journey in the Prime Material Plane, or can summon shadow when so ordered.
into or through the Astral and Ethereal This function has a 1 in 3 chance of
Planes). It serves for 9 rounds, and success (2 in 3 if in deep caverns or
then vanishes. If anyone is astride it at ancient ruins), and expends charges
that time, they are (DMs choice, or whether successful or not. The shadow
determine randomly) flung off for pos- (see the Monstrous Compendium) arrives
sible injury, or taken along on the in 1d3 rounds, and will not attack the
nightmares return to its plane. wielder or any other creature touching
The nightmare is AC -4; MV 15, F1 36 the wand (even if commanded to do so by
(C; D when mounted); HD 6+6; #AT 3; the wand- wielder). Cost: 4 charges. XP
Dmg 4-10 x2 (hooves; x4 in aerial Value: 4,000 (4,500) Suggested GP Value:
combat)/2-8 (bite); THAC0 15; SA: can 25,000 (30,000)
breathe a smoking, hot 10-radius spher-
ical cloud once every 3 rounds of combat
that blinds all non-lower planar creatures Wand of Viscid Globs: This unadorned
(save vs. paralyzation to avoid effects) and metallic baton possesses 1d20+80
causes them to choke for 1-2 rounds, charges when created, may be used by
attacking at -2 and doing -2 on all any race or class of character, and can be
damage dice; SD: can fly or become recharged by a wizard of 7th or greater
astral or ethereal at will; AL NE. This level able to cast mending, web, item,
76 • Chapter 6
tending the effective time of some spells the insignia directly. (The values that
cast upon them (if the spells are applied follow do not include the value of a fitted
in an exacting, still-secret process). insignia.) XP Value: 3,000 Suggested GP
Driftdiscs maintain their dweomers for Value: 15,000
2d6 months. If exposed to sunlight, they
lose their powers as drow clothing Fire Elemental Gem: This gemstone ap-
does (see the Drow Craftwork chapter). pears as a well-cut, faceted gem of pink,
Most drow Houses have 1 or 2 such red, orange, or amber hue. It functions as
conveyances. a brazier commanding fire elementals,
Driftdiscs glow a faint pearly-white or detailed in the DMG, save that the ele-
white-with-a-greenish-tinge radiance. mental may be summoned from any
They are AC 3, MV Fl 16 (A), and will take existing fire source.
4 HD of damage before shattering. Their No fire elementals will attack the bearer
ramming impact does 1d4 points of dam- of this gem if it is prominently displayed
age; if a victim is crushed between them to them, choosing to return to their own
and a hard surface (such as a rock cavern plane rather than attack the wielder. Any
wall or structure), 2d6 damage per round race or class of being may employ the
is dealt, even if the disc is moving slowly. power of this gem. XP Value: 5,000
Most drow matrons move their discs Suggested GP Value: 30,000
about at half speed or less, slowing their
adherents and bodyguards to their own Floatchest: This uncanny item is merely a
pace. strongchest, casket, or open cargo-box of
Driftdiscs customarily float 3 above stout wood. Flat, dark stones are built into
any nearby horizontal surface if left un- false bottoms of such containers: stones
tended. They can be remotely navigated which carry animate object and levitate
by the wizard who enchanted them (1 dweomers. These rocks are permeated
mile range; the wizard can see from the with the radiations of the hottest radio-
rim of the disc, all around, as if by means active areas of the Underdark, and main-
of a wizard eye spell), or by any being tain their dweomers for 1d4 years. (The
who casts a Tensers floating disc spell. spells are applied by a secret process; other
This gives them control of the disc for 4 spells used on the rocks by experimenting
rounds per point of intelligence. human mages are also extended in effect,
Driftdiscs obey silent mental com- but none for nearly as long.) They lose
mands, are unintelligent, and have been their powers as drow clothing does (see
seen used as cargo carriers (often, they above, and in the Drow Craftwork chap-
carry corpses after a battle, or produce ter) when exposed to sunlight. A dispel
and goods purchased by a drow matron magic does not bring a floatchest down,
shopping in a market), grand chariots, but acts instead as a slow spell. (Multiple
elevators, or even firing platforms for dispel magics do not have a cumulative
temple guards. slowing effect, nor will slow spells cast on
A driftdisc may be fitted with house the chest or its handler have any effect on
insignia (see below). If so, all powers of its rate of movement, unless the handler
the insignia can be used by (or against) directs the chest beyond command range,
beings carried by the disc, as if they wore as explained below.)
78 • Chapter 6
Light Pellet: This nasty weapon was carried gear then polymorph into a
devised by drow for use against other lurker above (gaining form and move-
drow, but can be used against other ment only: AC 6; MV 1, Fl 9 (B); grayish,
creatures that employ either normal or stone-like manta raynot smothering
infravision. Victims are severely discom- ability). In an underground, stony envi-
fited and temporarily dazed by light as ronment, the lurkers camouflage per-
bright as sunlight. mits a 4 in 6 chance of surprise. This
Light pellets are simply small pieces of power may be activated only once per day,
glass, rock crystal, or igneous slag or for up to two hours duration.
coke. The cleric preparing the pellets If an M-sized or smaller creature tries to
casts a continual light spell on such a ride the lurker as an aerial steed, the
core piece, and it is immediately rolled lurker will be reduced to AC 8; MV Fl 4
in fat or grease by a hooded drow assis- (D), and will descend MV 3 in each round
tant (or a slave, of a race not so harmed by that it flies strongly (MV 4) aheadin
light). Once the pellet is thoroughly other words, a character in lurker form
coated, it is rolled in clay, which is then can ferry a clinging companion down
slowly and gently baked hard. from a clifftop or sheer drop, by crash-
Typically assembled in pouches of 3d4 diving, and rolling at the last moment to
and kept hidden as House special weap- dump the passenger for a 20 or less fall
ons (alongside flash globes, poisoned (typically 2d6 impact damage). If this
tripwires and strangling-wires, and the manoeuver is attempted, both parties
like; see the Drow Craftwork chapter), must make successful Dexterity and
these pellets are simply dashed to the Strength Checks. If the passenger fails
ground by a masked or hooded drow either, he or she falls in midflight. If the
operative skilled in blind-fighting. lurker fails the Dex Check, the passenger
The clay shatters, falling away from the falls, and if he fails the Strength Check,
core and its blinding light. Any unsus- he plummets under the weight, and both
pecting drow must make a save vs. spell crash-land.
to avoid being blinded (-4 to hit, and a A lurker can haul human-sized com-
4-point AC penalty) for 1d4 + 1 rounds. panions across a chasm (from one side to
The DM should adjudicate the effects on a ledge on the same level) of 20 width. It
other creatures according to their nature will drop 10 vertically for every 10 (or
and the situation. XP Value: 20 (each) part thereof) that the chasm is wider. XP
Suggested GP Value: 50 (each) Value: 2,000 Suggested GP Value: 12,500
Lurker Cloak: This jet-black cloak ap- Orb of Duo-Dimension: This small, black
pears as a normal item until its command orb is carved of rock or bone, and pierced
word is spoken. It will fit drow and other with many holes, on all surfaces except
elves as a long cloak, and humans as a one (where the wielder holds it). Inside is
short cloak, and can be used by creatures a quantity of precious black powder
of any class and race, of up to and large flakes, actually, from the ashes of
including 9 in height (such as some burned drow. A single orb can hold
trolls). enough powder for up to 30 applications.
The user and all of his or her worn or The orbs are created by wizards, but may
80 • Chapter 6
striking for 1 point of damage (2 points to within, and pass into, a globe of invul-
halflings or smaller beings). XP Value: nerability or related spells. They cannot
500 Suggested GP Value: 700 (assumes take effect within an anti-magic shellit
control ring included; sale price drops by prevents their functioning, and thereby
90% without ring) preserves their magic for re-use. They
come in the following types:
Adventurers have seen crawlchariots
in battle. These are armored versions of Dart of Screaming: If this dart misses a
the walking chest, fitted with harpoon- living target, it does nothing, and may be
guns that fire lances and/or grapnel- re-used. If it hits, it emits a shrill,
ended lines. They may also sport pointed raucous shrieking noise. The scream
spikes to dissuade infantry attacks, inhibits the ability of the struck being to
rams, pincer-arms, or arms equipped cast spells, and serves as an alarm that is
with rotating circular blades. Their intri- impossible to ignore. Since the dart pro-
cate controls require training for compe- vides a sound with a precise location, it
tent usean enemy who leaps onto an can be tracked with ease. Even if the dart
active crawlchariot and seizes its con- is removed, the noise accompanies the
trols in battle is usually unable to influ- victim for a full 9 rounds after the dart
ence its activities. A magical brooch strikes. XP Value: 100 Suggested GP
usually takes the place of a control ring Value: 500
with this device. Dart of Silencing: If this dart misses a
XP Value: 5000 Suggested GP Value: living target, it too may be re-used. On
10,000 (Like house insignia, crawlchari- impact, it cloaks the victim (and a contin-
ots are jealously guarded devices. Let the uous area of 5 radius around him) with
buyerand the sellerbeware!) magical silence. This silence stays with
the target for 1d6 + 6 rounds, even if the
Magical Weapons dart is removed and hurled away. The
effect may be ended by a dispel magic. XP
Bolts of Power: Despite their collective Value: 300 Suggested GP Value: 1,000
name, these weapons are magical darts Dart of Stunning: The creature hit, and
usable by all drow, and all character all beings within 10, must save versus
classes of other races except priests. spell or be stunned (reeling and unable to
These bolts are found in groups of three, think coherently or act). The duration is
each dart having a different function. 2d4 rounds for the struck victim, and
The darts are identical in appearance, 1d4 rounds to other beings within range.
though an identify or similar spell can XP Value: 200 Suggested GP Value: 800
discern their different functions. (The XP Dart of Blinding: The creature hit, and all
Values given below are per individual beings within 10, must save versus spell
bolt.) They may be thrown (S to 10, M 11 or be blinded from a sudden burst of
to 20, L 21 to 40) or fired up to 60 by bright light (-4 on attack rolls, and a
hand crossbow (ranges: S to 20, M 21 to 4-point armor class penalty). The dura-
40, L 41 to 60). All of these darts do the tion is 2d4 rounds for the struck victim,
usual (1d3, 1d2 to L or greater-sized and 1d4 rounds to other beings within
creatures) damage. They can function range. XP Value: 200 Suggested GP
82 • Chapter 6
attacks (THAC0 14) for 2d4 hp of damage. are within 90 of him. The wizard need
The serpent-heads have no poison effects, not touch or see the insignia, nor speak
but their long fangs bite deep, leaving the activation word(s) aloud, but must
scars and injecting waves of magic that concentrate, foregoing any spellcasting
both numb and shoot waves of muscle- for a round.
knotting pain through the victim. Hidden insignia traps typically in-
Angry drow priestesses typically use clude the following: any being bearing or
these whips indiscriminately on slaves, touching it dimension doors to a place of
servants, pupils, male relatives, and cas- the wizards choosing; emitting smoke
ual acquaintances. Injured heads regen- equal in effects to a pyrotechnics spell;
erate 2 hp/day; slain heads cannot be growing hot equal in effects to a heat
healed. XP Value: 1,000 Suggested GP metal spell); or exploding (4d6 damage to
Value: 1,000 plus 500 per living head all within 10, 2d6 to those 11-20 dis-
tant). Every house insignia can be traced
House Insignia by those who have been taught to do so
(typically the Matron Mother, the ranking
All blood and ranking members of the High Priestess, and the House wizard
noble drow houses customarily carry who does the teaching). Consequently,
house insignia: small magical tokens house wizards can always cloak the insig-
fashioned in the shape of the recognized nia they wear to foil such tracing (a secret
symbol of the house. never revealed to drow females by House
Unlawful use of a house insignia is wizards, for their own safety).
punishable by instant death in most All insignia powers function at the level
drow communities, for these tokens are of the House wizard who worked the
not only symbols of the authority of the enchantment, typically 11-14th (10 + 1d4
noble houses, but usefuland some- levels).
times quite powerfulitems of magic. All drow know that the insignia nobles
By tradition, all house insignia are bear have magical powers. In some cases,
crafted and enchanted by the House the major power of the insignia of a
wizard (and any apprentices, colleagues House is known in its community. House
and assistants they employ). Although insignia are known to be harmful to
the enchantment is done under the direc- unauthorized creatures who attempt to
tion of House priestesses (who partici- use their powers.
pate in and control all attunements), it is All drow priestesses know more than
common for the House wizard to work a this: to safely use insignia powers, a
few little secrets and surprises into each being must be attuned to the insignia
insignia he enchants. These give the (see Attunement, below). This attune-
wizard an unknown, waiting edge in ment spell is normally cast only on those
internal House conflicts. who bear the name of the House, either
The DM is encouraged to devise such by noble blood or by currently-held rank
hidden powers. They are activated at the (such as patrons).
will of the House wizard (or another who Insignia powers can only be exercised
knows a secret word or phrase of activa- by touching the token with ones bare
tion), and can be activated whenever they flesh, and concentrating on the specific
84 ● Chapter 6
danger or ready prey, until attacked, it. (These items are battle-booty, sold
magically controlled to do otherwise, or it from one non-drow to another; drow
collapses from hunger. never sell such items, even those of hated
rivals.)
Harmful Insignia Effects
All insignia have the power to do harm Attunement
to a would-be user. The damaging effects A ritual in which chosen drow (nobles
are normally visited only on unattuned and officers of a House) are attuned to the
beings who touch an insignia with bare insignia and defenses of the House. This
flesh, or attempt to awaken insignia ritual is traditionally conducted under
powers. They may also, in some cases, be the eye of the matron and patron of the
activated by House wizards (at will, House, and is conducted by the highest
within 90) or by the destruction of the ranking priestess (after the matron) and
insignia itself. (Insignia are customarily wizard (usually the House wizard) of the
AC 2, and can take 3d6 points of physical House.
damage before being destroyed; they typi- The person to be attuned holds an
cally save as metal, with a +1 bonus due enchanted insignia while the wizard
to their enchantments.) casts a bestow curse on him or her. If the
These effects vary, according to the being ever knowingly gives the insignia
spells used by the House wizard in the to an enemy of the House, or willfully
creation of the insignia. They have been damages or destroys it, the curse will take
known to include: effect.
l user afflicted by blindness lasting A typical curse is a continual light
4d4 rounds (harmful to most drow), centered on the
l user feebleminded for 25 rounds, traitors body. Unaffected by a dispel
minus 1 round per point of intelli- magic, it is transferred to any being
gence over 15 casting remove curse to remove it.
l user suffers a minor curse (DMs
choice of effect) Wish and limited wish spells will end the
l user burned for 5d4 damage (resists curse, and it wears off after 1 day per level
magical healing; restored only of the caster.
through rest and time) Continual light effects on drow are
l user loses voice for 2d4 days detailed in the Monstrous Compendium
l user wracked by debilitating pain for drow entry (in MC2, under Elf, Drow).
2d4 rounds: suffers initial loss of Summarized, they are: a -2 dexterity
1d6 hit points, and is penalized by and attack. penalty, plus an additional
-3 on all attack rolls and by 4 points 1-point attack penalty against targets
on Armor Class during this time. that are also in the lit area (i.e. a lit drow
XP Value of an Insignia: 400 per power attacking a lit creature does so at -3).
instilled (includes secret powers) Sug- Targets save against the magical attacks
gested GP Value: 1,000 to 1,500, if insig- of lit drow at +2 (+3 if the target is also
nia has a known, useful major power, or a lit). Drow in the radius of a light or
wizard has devised and cast spells to give continual light spell are 90% likely to be
it open attunement; i.e. anyone can use seen; in this case, the spell on the drow
86 • Chapter 6
Drow craftwork is not what it could over again.
be and certainly pales before the work of Nonetheless, drow are a well-estab-
the dwarves. As you will see, it is not due lished race, and individuals of the most
to inferior construction; rather, the learning in drow communities (such as
short-sightedness of the drow is the powerful high priestesses and wizards)
undoing of their works. tend to be long-lived. Drow have devel-
For example, faced with a strategically- oped sophisticated technology on a par
located cavern that will see heavy traffic with, and occasionally surpassing, many
and use, but which has an unstable, human communities of the surface
crumbling roof, a dwarf would create a Realms. This makes any comprehensive
system of massive, overstrong, reliable- survey of drow craftwork impossible
for-aeons stone buttresses. this chapter would expand to fill a book
Drow would rather fashion beautifully twice this size completely, especially
carved vaulting, and hold the ceiling up when feats of civil engineering (diver-
with spells. If the spells fail and the sions of entire underground rivers to
ceiling falls, the artisans would be tor- serve dark elven communities, etc.) are
tured or executed (depending on how tackled.
useful they are at the time), and slaves This chapter will therefore concentrate
put to work to clear away the rubble. New on certain technologically-related topics of
vaulting would be sculpted, often with drow culture that are of interest to adven-
stone shape spells and a minimum of turersi.e., weapons and treasure.
hand-work, so that it could happen all
Drow Craftwork • 87
Clothing And Weaponry When most (90%) of the items listed
above are exposed to the light of the sun
Drow weapons and armor are usually for more than 2 rounds at a time (and any
crafted from a dark, flexible metal known exposure totaling 5 rounds in a 5-day
as 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 to
ards have developed careful processes to worthless powder. Drow items away from
expose the materials from which these the Underdarks radiations that are care-
items are made to a specific combination fully protected from full sunlight lose
of radiations and enchanted materials, their quasi-magical properties in
and to handle the raw materials in exact- 1d20 + 30 days. They retain their shape
ing, largely secret ways. and usefulness as normal items indefi-
This process takes a long time, and nitely, so long as exposure (the limits
hence 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 from
drow 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 its
ern, in the heart of what was once a lava properties indefinitely. It is important to
flow. remember that just getting such items
The result of such processes, in many underground will not do: an area of
drow communities throughout the Un- radiation (easily found by drow and other
derdark, have produced a large body of creatures with infravision) must be
quasi-magical items. Even the lowliest found, and the items left there. As most
drow fighter (i.e. a warrior on patrol or such areas are inhabited or at least
defending a drow community) wears the visited by drow (raiding bands favor such
equivalent of chain mail + 1. areas near the surface for temporary
This does not mean that drow children, bases), the safety of such itemsand of
servants, slaves, and common laborers go anyone left to guard themis suspect, to
around 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 to
seen by adventurers) has the quasi-magi- be stationary. Thus, they are relatively
cal properties spoken of in tavern-talk easy prey for rival drow, monsters and
throughout the Realms. other subterranean races. This has
Direct sunlight destroys most drow forced the drow to develop strong fighting
cloth, 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 of
to 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-
88 • Chapter 7
scribes many fighting magic weapons after exposure to air (either aboveground
and accoutrements. Although these are or in the Underdark). It loses its potency
largely made in the Underdark, almost all instantly when exposed to sunlight.
of them remain stable when exposed to A victim struck with a sleep-poisoned
sunlight, because strong magical dweom- weapon takes physical damage, and must
ers (precisely identical to those employed make an immediate saving throw against
by wizards of surface realms) give them poison at -4. If the save fails, the victim
their powers. The items below, however, feels waves of weakness and lassitude
do not bear dweomers, and therefore are pass over him, is -4 to hit, moves at half
useful only in the Underdark. speed, and suffers a +4 AC penalty for
the round after being struck, and falls
Flash Globes These non-magical weap- unconscious at the rounds end. If a
ons are carried by many drow bands sleeping victim is not slain, the drugged
when they expect to fight other drow or slumber lasts 2d4 hours.
intelligent beings of the Underdark (such
as illithids). They are glass globes full of Dispel magic and physical means (slap-
deepcap mushroom distillate, used as ping, noise, rough handling, etc.) will not
weapons by some drow. Flung by hand or awaken the victim.
by staff sling, these globes shatter on
impact, releasing their luminous, irritant Neutralize poison spells and the forcible
liquid. This vaporizes into a cloud 10 in feeding of potions of sweet water or
diameter and 12 tall (5 in diameter if vitality will revive a poisoned sleeper.
globe is broken against a vertical sur- Drow poison cannot affect any sort of
face). undead.
Each creature in this area of effect A poisoned weapon can be used twice.
must save vs. poison or be blinded and The first successful strike on any body,
out of action (scratching furiously) for living or dead forces a save (as noted
6+1d4 rounds or until the eyes are above) at -4. If the weapon is recovered
washed. The luminous droplets on the and re-used, the second use forces a save
creatures body also cause an AC penalty at -2 (some of the poison was removed by
of +1 to +4, lasting for 2-5 turns or until the first strike). A third and subsequent
washed off. Both effects last for at least 1 strikes will have no poison effects; all of
round, and can only be removed by the poison is gone or inactive.
another full round of washing. Drow poison is dissolved (and neutral-
ized) by alcohol (it will not poison the
Poison alcohol used). A poisoned weapon loses its
efficacy after 60 days, and the poison must
Drow sleep poison, used on their darts be re-applied. The making of drow potion
and javelins, is highly prized by traders takes at least 4 days and a well-stocked
on the surface world. It is a black, heavy, laboratory. Application of poison from a
gummy substance, rather like molasses, carried packet takes a trained drow war-
and reacts to both air and sunlight. It will rior 1 round (of rolling the weapons point
remain potent for a year if kept in a sealed in the stuff), and takes others unfamiliar
packetbut loses its efficacy 60 days with its handling 2 rounds.
Drow Craftwork ● 89
In extremis, a drow applying poison can and other races native to the Underdark,
scoop up a handful, or rake it onto drow do not have the deep-rooted connec-
fingertips, and strike barehanded at an tions to, and perception of, their environ-
opponent. If the drow manages to get the ment.
poison into the opponents eyes, nose, Dark elves are more a race of skilled
mouth, or an existing wound, it has the dilettantes and overseers than (to use a
same effect as a poisoned weapon attack human term) handymen. Their best
(successful attack roll required; consider engineers lack the feel for the rock that
such targets to be two armor class points dwarves, duergar, and svirfneblin pos-
better than the rest of the targeta sess, and are fewer in number than
natural roll of 20 will succeed in any individuals with comparable skills in
event). those racesbut they often succeed on
Drow sent on assassination missions sheer bold brilliance where they cannot
sometimes use poisoned strangling-wires match deep understanding of stone, sub-
(garrotes), and fingernail polish. Tempo- terranean water movements, and other
rary traps around prisoner or slave hold- conditions.
ing areas, or around a sleeping patrol out Drow engineers often create intricate
in the wild Underdark often use poi- spiral tunnels, as well as boldly-flying
soned tripwires. stone bridges, balconies, and buttresses.
Drow have built up resistance to poi- The complex shaping and hollowing-out
sons, both individually and through gen- for habitation of stalactites, stalagmites,
erations of exposure. During training, and cave columns ranks the drow among
successively larger doses of drow sleep the creators of Torils most impressive
poison and various spider venoms are works.
administered to them. As a result, drow Dark elves routinely fashion suspen-
characters make all saving throws sion bridges in the depths. These chasm
against sleep poison of their own make bridges are able to stretch to survive
and all spider venoms at +7. Saves minor earth tremors. They are often
against other sleep poisons or drugs, and slung with the help of trained cave fishers
the toxins produced by insects and other shooting their lines.
arachnids, are made at +6, all other Even more numerous and impressive
injected poisons at +5, and all other are drow waterworks. Drow are skilled at
ingested poisons at +4. Drow saving collecting and diverting underground wa-
throws against contact poisons and poi- ters to serve themproviding for their
sonous gases are at normal chances. (For dietary and industrial needs, and to carry
driders, increase all of these saving throw away their wastes. Fluted, intricately-
bonuses by 1, and add immunity to all curved pipes are bored through solid
drider poison.) rock, and are often fit with shut-off valves
and alternative side-channels, pumps
Mining and Engineering (both of the piston sort, worked by slave
power as needed, and the corkscrew-type,
Drow are skilled engineers and artisans, worked by water force and pressure), and
but they prefer to let slave races do the catch-basins.
heavy work of mining. Unlike gnomes The usual sort of shut-off valve is a
90 • Chapter 7
gigantic, hollow stone sphere closely fit- Drow Artisans
ted into a basin. The sphere has inlet and
outflow holes, and is attached to a huge, Some drow become the artists of their
counterweighted lever. When the lever is race. Every noble House has at least two
turned so that the spheres holes line up drow skilled in sculptureif none de-
with the inlet and outlet channels of the velop among the nobility or adherents of
basin, a continuous flow of water is the House, a suitable one will be hired,
allowed. When a sliding panel in the coerced into service, or even adopted as
basin is opened, and the sphere turned noble. Every drow House has its gemcut-
the right way, only a measured amount of ters and those who can work metal, cloth,
waterthe amount that will fill the hol- and other materials into garments, furni-
low sphereis diverted through the ture, and devices of rare beauty. Drow
opened panel, into a side-channel. In this take pride in how much more culture
way, drow can fill a bath, or obtain they can wield, amass, and display than
enough water for a particular industrial neighboring Houses or commoners.
use. In all cases, permanent magic is Of the 10% of drow skilled enough to
used to make water-seals perfect. make items of outstanding quality (good
Drow specialties are the cutting and enough to bear lasting enchantments),
shaping of rock into smooth-flowing perhaps 1-4 in every hundred have minds
sculpted forms; the construction of magi- that are both brilliant and practical: they
cal walls, gates, and other fortifications; devise useful innovative items, not just
and the diversion and handling of under- weird devices. Wise merchant clans and
ground water. Most (70%) encountered noble Houses quickly hire such artisans,
drow will have a feel for how such things or become their regular paying patrons,
are constructed, how they work, and when their gift is recognized.
where ways around them or means of Drow artisans tend to be even more
controlling them will be concealed or scheming, difficult, and paranoid than
foundeven if the drow have never most drowgiven to multi-layered in-
worked directly on such things before. trigues and the use of hidden locks,
The average drow is skilled in the passages, body weapons and items
identification of various rocks, their con- worked into clothing. These items typi-
dition, and the presence and condition of cally include gas-powered needle-throw-
ores and gemstone material. This is due ers, extensile mechanical hands for
to growing up surrounded by rock, to reaching up to 20 away, climbing-wire,
training in youth, and to experience strangling-wires, and wire-saws. Need-
when on patrol in the Underdark and/or less to say, this makes a normal prison
living and working in drow cities. cell incapable of holding an artisan. Such
Any drow can readily recognize radia- individuals create many rare and power-
tion-permeated drow handiwork, when ful artworks that drow proudly display
able to hold and examine it (although a or employand will not hesitate to use
cloak of similar cut and hue made by against opponents.
surface-dwellers, for example, could fool a Perhaps the most common drow ad-
drow five feet or more distant). vanced craftwork are the replacement
limbs worn by injured drow. These won-
Drow Craftwork • 91
ders are almost all fashioned of ada- worn gems. A drow finding a gemstone
mantine alloy: assemblies of precise, in- vein can judge as well as any dwarven or
tricate parts that are as agile and dexter- svirfneblin miner what direction and how
ous as living limbs, with many ball-swivel far the vein is likely to traveland the
joints and tendon-like cables for control. likely amount and quality of its contents.
The adamantine construction makes Gems most likely to be worn by an
them both very hard and flexiblethey average drow (in rings, or as adornments
are not prone to shatter or snap off under on wristlets, gorgets, belts, pendants, or
stress, but can punch or rake through collars) can be determined by consulting
most armor. the following table. Nobles, powerful wiz-
Such limbs may have specialized, re- ards, officers, and especially priestesses
movable hands a drow lady whose will wear much more, often of rarer and
everyday limb-end is a delicate metal enchanted types not given here.
hand may substitute an armor-rending
claw, or even a sword, axe, or long-spiked Drow Personal Gems Table: Base values
mace end, when expecting battle. are given in parentheses; all stones found
If a drow claw attack roll succeeds, are likely to be workeddrow prefer
drow and target both roll 1d8, adding this smooth or cabochon cuts to faceted
to their Strength scores. If the drow has workand inset in metal banding. As a
the higher total, an area of armor is torn rule, drow prefer black gems above all
away. A claw does 1d4 + 2 for a punch else, and also value blue and dark red
(crushing blow saving throws for struck hues. Silvery hues are used as contrasts,
target items apply), and 1d4 + 4 per rake but are usually provided by metal set-
(an attack that rends armor does only 1d4 tings, not by gemstone material. Gems
to the victim beneath). not found in this table are usually carried
Able-bodied, whole drow may have sim- by drow as a form of money (especially as
ilar weapon or specialized extensions trade-currency for dealing with other
that strap onto limbs or fit over a hand races), not for personal wear.
(e.g. a one-piece sword-gauntlet) or foot A gemstone marked with an asterisk is
(e.g. toe-claws or spikes, used for climb- detailed in the FORGOTTEN REALMS®
ing stone and to kick-staban extra Adventures sourcebook.
dagger damage-attackin battle).
DMs are encouraged to indulge their Common Stones
wildest creativity in devising strange, d20 Stone Description
cruel new drow items. Internal strife Roll
prevents drow societies from adopting 01 Banded Agate (10 gp); blue and red
these as shared technology; they should striping most valued
always remain specials. 02 Blue Quartz (10 gp)
03 Crown of Silver* (10 gp)
Gemcraft 04 Eye Agate (10 gp); blue circles
only, used by worshippers of
Any drow will be able to identify worked Ghaunadaur
metals and alloys of all types found in the 05 Hematite* (10 gp); much used in
Underdark of Faerun, as well as cut and items to be enchanted
92 • Chapter 7
06 Malachite (10 gp); only when blue- 18 Pearl (500 gp); black, deep mauve
green or red pearls only!
07 Obsidian (10 gp); a drow favorite 19 Spinel (500 gp); deep blue only
08 Jasper (50 gp) 20 Tourmaline (100 gp); blue and red
09 Moonstone (50 gp); its use is con- only
sidered bold, and it is often
favored by rebellious youth, or the Prized Stones
most ambitious priestesses d20 Stone Description
10 Onyx (50 gp); black only Roll
11 Rock Crystal (50 gp); usually fash- 01 Amethyst (800-1,200 gp among
ioned into tears, and used as drow, depending on size and
adornment on black garments huedarker preferred)
12 Smoky Quartz (50 gp); blue only 02 Beljuril* (5,000 gp); used only in
13 Zircon (only 30 gp among drow); wizards towers, temple ap-
the fine gems of poor drow proaches, and other grand places,
14 Aquamarine (100 gp); little used as well as temples holy to all drow
15 Garnet (100-500 gp); deep reds deities except Lolth
favored by warriors; violets by 03 Black Opal (1,000 gp); a favorite
priestesses of Lolth 04 Black Sapphire (5,000 gp); a drow
16 Jade (100 gp); a common inlay- favorite
stone or adornment 05 Diamond (5,000 gp); rich blue
17 Jet (100 gp); a drow favorite only
Drow Craftwork • 93
06 Emerald (5,000 gp) take a permanent magical enchantment,
07 Fire Opal (1,000 gp); a drow favor- or that incorporate Underdark radiations
ite to function as quasi-magical (such as
08 Jacinth (5,000 gp); especially fa- drow cloaks, boots, and armor). Drow
vored by wizards armorers are valued highly; there are
09 Jasmal* (1,000 gp) never enough to go around, and every
10 Opal (1,000 gp) noble drow House and merchant clan
11 Oriental Amethyst (1,000 gp); a wants half-a-dozen of the first rank of
drow favorite: most drow cities are skill on staff, not merely one or two.
skilled in its treatment Drow tend to be very good at fashioning
12 Orl* (1,000 gp); red hues only and securing trade-containers; that is,
13 Ravenar* (1,000 gp); a drow favor- methods of storing and moving goods
ite about. They also fashion intricate har-
14 Red Tears* (1,000 gp); darker nesses for beasts of burden and mounts.
hues only These skills are due to the drow demands
15 Ruby (5,000 gp); darker hues most for goods (such as fruit) that can only be
prized obtained from surface-world sources,
16 Sapphire (1,000 gp); darker hues through trade or raids, and by the need to
most prized harvest or gather needed goods (such as
17 Star Ruby (5,000 gp); the star edible fungi, gems, and small edible
adornment is considered lucky to animals, insects, and crustaceans) in the
those who work magic, and a Underdark. Drow patrols often have fold-
risque thing to wear for all oth- ing racks for carrying trussed prisoners
ers, often worn at parties by aged or game, and special clay wet basins are
drow priestesses used to bring back live Underdark crab
18 Star Sapphire (5,000 gp); the pre- and fish to drow tables.
ceding note for the star ruby ap- Some drow communities also use clay
plies to this stone also to fashion temporary structures or the
19 Water Opal* (2,000 gp among dwellings of the poor, in a manner akin to
drow); much used in sculptures the adobe-like baked-mud building of
and scrying-crystals certain areas in the Shaar and in Kara-
20 Zendalure* (1,000 gp); known Tur of the surface Realms. Noble families
among drow as rock eggs, and may employ such techniques to create
believed sacred to Ghaunadaur temporary furniture or sculptures for a
little used by drow of other faiths party, filling much of their rooms with
sweeping, fantastically-curved construc-
Drow Aptitudes and Handiwork tions studded with gems, glowing fungi,
and other adornments, fitted with
All drow can readily use common tools, benches, alcoves, tunnels and secluded
although their work may be crude at first. bowers for wild revelry.
Fewer, perhaps 20% in all, can personally
fashion complicated or exacting imple-
ments. Only about 10% of drow are
skilled enough to fashion items that will
94 • Chapter 7
Drow are as eloquent and musical in their cally to the dialect known as Undercom-
speech as other elves, and are capable of mon, used in The Realms Below). When
readily reproducing the sounds of other written, its flowing letters resemble old
languages. Most drow are good mimics; a elven and freehand Thorass scripts, but a
drow overhearing speech who imitates the being familiar with both elvish and Com-
words and tone is 45% likely (+1% per mon writing can puzzle out only 14% of
exposure to the language) to be audibly the general nature of a drow inscription.
mistaken for the being they are imitating. Deep Drow is a living, changing tongue,
Most drow have little exposure to surface and varies from place to place in the
tongues (outcast, slave-traders, and ad- Underdark, as well as over time (although
venturers being the principal exceptions). drow speech, due to isolation and technol-
A citizen of an underground city who ogy slowed by tradition and a rigid class-
seldom ventures far afield will know two based society, does not change with the
tongues: the everyday spoken language of rapidity of surface languages). The DM is
the drow, or Deep Drow (which varies free to introduce new words and phrases
slightly from community to community, in at willand may encounter words and
the same way that spoken Common has phrases in other sources that are not
regional accents, phrases, and words) and found here.
the soundless language of gestures and Visitors to drow settlements may also
expressions developed by drow long ago. sometimes hear High Drow, an archaic,
This silent language of drow, some- rarely-used dialect known and heard
times called the hand code, is a language chiefly by the clergy of Lolth (used in spell
as detailed as the spoken word. Its specif- incantations, or between priestesses when
ics are not given in this book for two they dont want lesser drow within hearing
reasons: First, Elminster believes that to understand their speech). High Drow
some secrets should be kept, and I agree. incorporates some specialized gestures
Second, development of gestures and ex- (part of the Silent Language), which drow
pressions is an ideal area for DM creativity, not familiar with it sometimes call The
to encourage PC roleplaying and uncer- Secret Signs.
tainty. Moreover, showing and describing Adventurers are advised that drow are
the nuances and combinations of the usually silent in battle. If startled or in
unspoken tongue requires months of con- pain, they may call out to Lolth, or utter an
centrated tutoring. A rudimentary vocabu- oath.
lary of spoken Drow appears in the Se- Common drow curses are Ssussun
lected Glossary chapter. pholor dos! = light upon you! to another
Deep Drow (also known as Low Drow drow, or merely, Ssussan = light! To a
or Drowic) is the everyday tongue of the non-drow, a drow usually reverses this:
drow, corrupted by passing fashions, Oloth plynn dos! = darkness take you!
trade-tongue jargon, and even words from To rally comrades in battle or call for aid,
other languages (notably orcish, dwarven, drow may cry their House namea drow of
surface elven and human wizardly terms). House Hlaund might cry, Hlaund ulu
It has a similar structure to the Common usstan! = Hlaund to me! or Hlaund
Tongue, used by humans and in most ultrin! = Hlaund supreme!
interspecies trade in the Realms (specifi-
Drow Language • 95
Personal Names Iymril Rilrae
Jhanniss Sabal
This chapter lists many drow names, Jhaelryna Sabrae
useful in themselves and as a style Jhulae Shinayne
guide for creating new names. Jyslin ShriNeerune
Humans are warned that drow names Laele Shurdriira
do not necessarily denote beings of the Larynda Shyntlara
same sex as similar names (and name LiNeerlay SiNafay
endings) in human societies. No noble Lirdnolu Ssapriina
drow has a first name too close to a Lualyrr Talabrina
common word (e.g. those in the Selected Malice Talice
Glossary chapter). No drow, of any faith, Maya Triel
take names closely resembling the names Micarlin Trisstree
of any drow deityit is blasphemous to Minolin Ulviirala
use the name of ones own deity, and Molvayas Umrae
unlucky to have a name too akin to that of Myrymma Viconia
another deity. Nathrae Vierna
Certain drow names are found on (or Nedylene Vlondril
under) Toril and other worlds. Lolth has Nulliira Waerva
encouraged the spread of drow from Olorae Wuyondra
world to world, to strengthen herself and Pellanistra Xullrae
to safeguard the survival of the race. Phaere Xune
Interplanetary colonization has spread Phyrra Yasraena
names with the drow that bore them. Quarra Zarra
Quave Zebeyana
Female Given Names Qilue Zesstra
Akordia Elvraema Rauva Zilvra
Alauniira Erelda
Alystin Faeryl
Angaste Felyndiira
Ardulace Filfaere
Aunrae Gaussra
Baltana Geldriia
Belarbreena Ginafae
Briza Greyanna
Burryna Haelra
Chalithra Halavin
Charinida Halisstra
Chessintra Ilivarra
Dhaunae Ilmra
Dilynrae Imrae
Drisinil Inidil
Eclavdra Irae
Elvanshalee Irruit
96 • Chapter 9
Male Given Names Surnames
Adinirahc Malaggar Drow last names are many and varied.
Alak Masoj Only those of noble blood, or commoners
Alton Merinid holding titled ranks (such as patron,
Amalica Mourn weapons master, or herald) in a noble
Antatlab Nalfein House, may use the name of their House
Baragh Nilonim as a surname. By tradition, no House
Belgos Nym name begins with the same L sound as
Berginyon Ghaundar the name of the Spider Queen, Lolth, and
Bhintel Nym no drow bears the personal name of
Bruherd Ryltar Lolth or any of its variants (Lloth,
Calimar Omareth Loethe)except a revealed avatar of the
Chaszmyr Orgoloth Goddess.
Dinin Pharaun
Dipree Quewen Drow Surnames
Divolg Quild Abaeir Omriwin
Drizzt Relonor Abbylan Pharm
Duagloth Riklaunim Argith Philiom
Durdyn Rizzen Blaerabban Quavein
Elkantar Ryld Blundyth Rhomduil
Filraen Sabrar Coborel Rrostarr
Gelroos Seldszar Coloara Seerear
Ghaundan Shar Cormrael Ssambra
Gomph Nadal Dalael Telenna
Guldor Solaufein Dhuunyl Tlintarn
Hatchnet Sorn Elpragh Torgh
Houndaer Szordrin Filifar Tsarran
Ilmryn Tarlyn Gellaer Uloavae
Ilphrin Tathlyn Ghaun Veladorn
Istolil Tebryn Glannath Vrammyr
Ranaghar Tluth Hune Vrinn
Istorvir Tsabrak Hyluan Waeglossz
Jaraxle Urlryn Illistyn Wyndyl
Jeggred Valas Jhalavar Xarann
Kalannar Vorn Jusztiirn Xiltyn
Kelnozz Vuzlyn Khalazza Yauntyrr
Krenaste Welverin Lhalabar Yauthlo
Krondorl Wode Luen Yoeghilrymmin
Lesaonar Yazston Mlezziir Zaphresz
Lyme Zaknafein Naerth Zolond
Olonrae
Drow Nomenclature • 97
Known House Names Known Drow Cities
Aleanrahel Godeep Abaethaggar Maerimydra
Aleval Helviiryn Abburth Menzoberranzan
Arabani Hlaund Baereghel Orlytlar
Arkhenneld Hunett Chaulssin Rilauven
Auvryndar Kenafin Charrvhelraugaust Sshamath
Baenrae Kilsek Ched Nasad Sshanntynlan
Barrisondelarmgo Maerret Cheth Rrhinn Szithlin
Claddath Melarn Erelhei-Cinlu Tlindhet
Despana Mylyl Eryndlyn Tyrybblyn
DeVir Noquar Faneadar Uluitur
DoUrden Ousstyl Guallidurth Undraeth
Eilservs Rilynttar Haundrauth Velddrinnsshar
Everhate Tekenduis Ithilaughym Waethe Hlammachar
Fey-Branche Tormtor Llurth Dreier Yuethindrynn
Freth Zauviir Luihaulentar
98 • Chapter 9
Deep or Low Drow changes from place dosstan = yourself
to place and time to time, altered by the draa = two
introduction of words from other lan- drada = second
guages (due to trade, magical research dro = life, alive
and training, and the like). Deep Drow is = kill, slay, destroy
similar in structure to Common. More elgg
elghinn = death
details of drow communication can be elamshin = destiny, the will of Lolth
found under Drow Language, above; elend = usual, traditional
this chapter contains words and phrases elendar = continue, continued,
for DM use in creating NPC drow speech, continuing, enduring
inscriptions, and messages.
faer = magic
Words faerl = magical
abban = ally, not-enemy faerbol = magical item
abbil = comrade, trusted friend faern = wizard, magic-worker (of
akh = band, group either sex, any race)
alur = better, superior go1 = goblin
alurl = best, foremost golhyrr = trick, ruse, trap
alust = in front, facing, in the goln = goblins
forefront harl = down, under, below
bauth = around, about haszak = illithid (mind flayer)
bautha = dodge, to dodge haszakkin = illithids
belaern = wealth, coinage, treasure honglath = clear thinking, calm,
belbau = to give bravery, good behavior
belbol = gift iblith = offal, excrement, carrion
bol = item, thing (unknown, (oath)
unidentified, mysterious ilharn = patron (of House; title)
or important) ilhar = mother, to mother (to
brorn = surprise give birth to youngnot
brorna = surprises to comfort or rear)
cahallin = food (produce or harvest, ilharess = matron (of House; title)
including raid-spoils, ilharessen = matrons
but not hunted game or ilindith = aim, goal, hoped-for
cooking) event
colbauth = path, known way inth = plan, stratagem, scheme
dal = from inthigg = agreement, treaty
darthiir = faeries, surface elves, izil = as
traitors jabbuk = master (male in charge of
del = of some task or office; rank
doeb = out or title)
dobluth = outcast jal = all
dos = you jivvin = fun, play (amusing cru-
dosst = yours elty, animal spirits)
100 • Chapter 10
ul-Ilindith = destiny xund = striving, effort, work
ultrin = supreme, highest, con- xundus = doing, achievement,
queror (ultrine when work completed or mani-
applied to Lolth only) fested in some concrete
ultrinnan = conquering, victory, to result
win or prevail yath = temple, of the temple
ulu = to (property, work, or
uss = one decree)
usstan = this one (self, I) yathrin = (drow) priestess
usstil = one in my place yathtallar = high priestess
ust = first Yorn = power/will/servant-crea-
valsharess = queen ture of the Goddess
veldrin = shadows, concealment (Lolth)
afforded by varying light zhah = is
velkyn = unseen, hidden, invisible zhar = ride
veluss = who zhaun = to learn, to know
velve = blade (dagger, knife, zhaunil = learning, wisdom,
sword) knowledge
wael = fool zhin = walk
waela = foolish, unaware/unwary zhind = trip, journey, expedition
wun = in zorr = climb
wund = among, within, into zress = power, strength, force,
xal dominance (especially of
= may, might, perhaps the willi.e. success in
xun = do, to complete or manipulation)
accomplish
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- Nindyn veluss kyorl nind ratha thalra
ness is both friend and enemy. elghinn dal lil alust. Those who watch
their backs meet death from the front.
Xun izil dos phuul quarthen, lueth dro.
Do as you are ordered, and live. Ulu zhin maglust dal Quellar lueth
Valsharess zhah ulu zhin wund lil
Lolth tlu malla; jal ultrinnan zhah xun- phalar. To walk apart from House and
dus. Lolth be praised; all victory is her Queen is to walk into the grave.
doing.
Kyorl jal bauth, kyone, lueth lil Quarval-
Ilharessen zhaunil alurl. (Matron) Moth- sharess xal belbau dos lil belbol del
ers know best. elendar dro. Watch all about, warily, and
the Goddess may give you the gift of
Lil alurl velve zhah lil velkyn uss. The continued life.
best knife is the unseen one.
Veluss zhaun alur taga lil Quarval-
Lil waela lueth waela ragar brorna sharess? Who knows better than the
lueth wund nind, kyorlin elghinn. The Goddess?
foolish and unwary find surprisesand
among them, waiting death.
102 • Chapter 10
Elegant, flowing runes and intricate during an inactive interval. An anti-
glyphsalways limned in black paste, magic shell renders runes inactive as
ink, or inlayare used by the richest and long as it is present. Remember, priest-
most powerful drow. These rare, seldom- esses of Lolth and those who carry a
seen inscriptions are used as defenses for house insignia are not affected by runes.
treasure and fortifications.
Dark elves use symbols to mark House Way-Marker Runes
territory boundaries, House possessions Way-marker runes are used in areas of
(including slaves), and to mark routes in the Underdark patrolled or traveled by
the Underdark. Some such symbols may drow, but not inhabited by them. Located
be enchanted using glyph of warding in side-caverns, alcoves, and other areas
spells. These magical symbols are of three of natural shelter that drow may wish to
sorts: way-marker runes, sacred glyphs, rest in or defend against a hostile mon-
and House defenses. These pages detail ster, these runes are recognizable to all
typical symbol powers (a DM can select drow. They are not discharged by any
the effect of a particular symbol, or decide drow passing them, but will visit their
on its type and roll 1d8), but the DM harmful effects on any non-drow who
should devise others before PC adventur- tries to pass them. (Note that a human
ers become familiar with most powers of wizard employing alter self or a stronger
drow symbols. This chapter explores polymorph spell to take on drow form can
some symbols and their uses. fool such a rune, but mere illusions
such as the change self spelldo not.)
Drow Runes Way-marker runes last for 1 year per
level of the drow placing them, and will
Runes can be set to be activated by discharge as often as triggered, during
direct touch, by movement of the surface that time. (Some ancient drow runes of
they are placed upon (e.g. opening a door this type are permanent; the process of
on which a rune has been drawn), or their making appears lost to present-day
passage through an opening that an drow.) The spells and processes allowing
adjacent rune has been linked to. Runes drow to emplace runes are among the
may be visible, or invisible except while best-kept, most precious secrets of drow
flashing in activation. No drow rune can clergy and noble Houses. It is extremely
be triggered more than once per round, unlikely that even a drow player character
and there is always at least one round of would ever learn such things, so they are
inactivity between activations (some- not included here.
times much longer). During these inac- Each rune has only one power or effect.
tive intervals, the runes can be safely If a being disturbs a rune repeatedly, or
passed. simultaneously triggers more than one,
Attempts to remove runes with dispel the effects are cumulative. Saving throws
magic, a remove traps spell or thiefly skill are allowed against all rune effects; suc-
have a 1 in 6 chance of success, a 2 in 6 cess indicates half damage or an escape
chance of deactivating the rune for 1-2 from the effect entirely, at the DMs
rounds, and a 3-6 chance of triggering option.
the rune, even if the attempt occurs
104 • Chapter 11
1. Nine rubbery, 20-long black tenta- 4. Sink This affects triggering creature
cles lash out from the rune itself, striking only, saving throw negates effects. If the
at all living creatures in reach. These throw is failed, the creature sinks steadily
tentacles are akin to Evards black tenta- into the ground, remains entombed for
cles (as the spell in attacks and details; 2d4 days, and then slowly rises up again.
the tentacles last for 9 hours per activa- Dispel magic will halt sinking, but a
tion, or until destroyed; destroyed tenta- second dispel magic is required to free
cles are not replaced by the runes magic, the creature. A dig spell will also free
and will not be present at its next activa- characters trapped in this way.
tion) 5. Feeblemind The effects last until a
2. Shadow flares spring from the heal, limited wish, or wish is applied.
flashing glyph, spraying forth at all living This version affects even non-spellcas-
beings within 40. 8d8 bolts of black ters, who save against the spell at +2.
energy leap forth, striking as THAC0 13 6. Reverse gravity This affects all be-
missiles, and will hit one being if only one ings within a 30 x 30 area of effect, one
is within range. When the flares strike, side of which is centered on the glyph.
they immediately solidify into obsidian 7. Polymorph other Only the triggering
spears, dealing 8 points of damage each. being is affected. The victim is changed
3. A forcecage appears around trigger- into a huge spidersee Volume One of
ing creature and any other beings within the Monstrous Compendium for details
20, and lasts for 12 turnsduring which of the 6-diameter form, which is AC6,
the DM should roll for wandering mon- MV 18, THAC0 19, 1 bite for 1-6 damage;
sters, or to determine whether defenders former hit points, morale, and saving
arrive to interrogate or attack with mis- throws retained; no poison gained; nor-
sile fire. The cage can be destroyed by mal chances for loss of personality and
dispel magic, or escaped by three meth- mentality.
ods: 8. Glyph functions as a fire trap, ex-
passing through the bars in gaseous ploding for 1d4 + 12 damage (as the spell;
form or wraithform; 5-radius blast range, save results in half
passing through the cage by means damage, rounding up).
of magic resistanceone attempt No other drow priesthoods employ such
only, requires successful resistance glyphs, except clergy of Ghaunadaur. In
check; the rare instances where priests of the
by bursting out as the cage is form- Eye have used glyphs to defend an altar,
ing, which requires a successful sacred cavern, or gem-cache, they will be
saving throw vs. spell to execute. of types 1, 2, 4, 5, 6, and 8. Use the table
This method does an inescapable above, and for results of 3 and 7, apply
2d4+8 hp damage to the escaping type 4 (the sink glyph, a favorite of
being. Ghaunadaurs followers).
106 • Chapter 11
Way Shelter Runes
Power Suffixes
01 02 03 04 05 06 07 08
Sacred Glyphs
Lolth Ghaunadaur
Power Suffixes
01 02 03 04 05 06 07 08
House wizards and drow renegades mored to involve ingredients from no less
seeking to defend their homes and treas- a creature than the deep dragon (detailed
ure-places are always working to devise in this sourcebook), and is understanda-
new, more powerful symbols. bly rare. Its use is known to increase
Accompanying this chapter are a selec- some symbol effects by up to 1d6 extra hp
tion of the most common drow symbols. damage, or an additional 1-2 rounds of
Note that the shape of a symbol does not effect, or cause a -1 to -2 modifier to
always betray its effect. saving throws (in addition to existing
Drow symbols that have magical pow- modifiers); the DM should choose which
ers are always drawn with magical inks, everdark effect best applies.
whose formulae are secret.
The finest sort of magical symbol-ink is
everdark, an ancient formula known to
the drow Houses in several cities. Its
composition remains secret, but is ru-
House Glyphs
Power Suffixes
01 02 03 04 05 06 07 08
108 • Chapter 11
An ideal longterm campaign setting (or and other supplies would also climb
major event in the background history of through increased demand from the
an ongoing surface campaign) is a war depths. The cost of transportation would
between drow and dwarves. Neither race rise in some areas as competitive under-
has a high birthrate, and both tend to be ground shortcuts were lost to use.
rich, so many hireswords can be enlisted. Even PCs not directly involved in the
Allies such as duergar and human merce- war would find many opportunities for
naries, illithids, deep gnomes (and of adventure. Wizards who need certain rare
course, PCs) would spice up the brew material components obtainable only in
considerably. the Underdark (usually from monsters
Both drow and dwarves compete for the dwelling therein) would pay well for sup-
same subterranean riches, warring over plies gleaned in the thick of battle.
veins and lodes of mineral-rich ore. Like In any drow community at war which
surface miners, they prize both pure contains more than one noble House,
deposits of metallic ore and gems very clan, or group, internal strife would be as
highly. Drow tend to leave hard, dirty deadly as the war itself. The various drow
mining work for duergar and dwarves, interests would constantly vie for su-
but often come along after passages have premacy, trying to make drow rivals take
been dug and lodes exposed, to seize more losses (and blame for defeats) than
control of the revealed riches. (Likewise, their own House or clan.
adds Elminster, if drow have used dig Drow war band compositions and
spells to expose a rich mineral deposit, equipment vary from community to com-
dwarven raiding parties have been munity and place to place, according to
known to liberate treasure, too.) Dis- the wealth, contacts, and religion of the
putes between these territorial races are drow involved. A typical patrol consists of
common, and armed skirmishes fre- 1d6 + 6 warriors, a leader, a commander
quent. Where svirfneblin will withdraw (who may have 1d3 apprentices/acolytes
from strong, persistent drow attacks, and/or 1d3 bodyguards), and (30%
dwarves will meet the dark elves with chance) 1d8 alliesorcs, bugbears,
stolid, stubborn fury. More information goblins, or the like. Illithids never fight in
on dwarves is given in FR11/Dwarves drow patrols, although a patrol might
Deep. guard one on a journey.
An all-out war in the depths could go on Although there are all-male and all-
for years, as the warring sides enlist female patrols (usually from communities
monstrous allies or slaves, dig outflank- where internal hostilities have reached
ing passages, try to cause roof collapses the boiling-point), most drow patrols are
and hotrock (magma) flows to damage mixed.
enemy settlements and strongholds, and The warriors in a patrol are almost
devise new magic. always armed with hand crossbows (10
DMs should note how such strife would poisoned bolts, 20 in wartime), shorts-
affect the surface world. The price of words, daggers, buckler shields, and 1d3
gems, steel, dwarven smithy-work and javelins, with an atlatl (throwing stick;
the like would increase due to lack of used by drow to hurl javelins, it increases
availability. The price of weapons, food, their effective range from S3/M6/L9 to
110 • Chapter 12
We only peek here at the vast world under and certain glowing plants.
Faerun known as the Underdark. DMs Drow place shriekers around radiation
running subterranean campaigns should areas as alarms. Their offspring are usu-
consult the classic GDQ 1-7/Queen of the ally moved by the drow (who never have
Spiders, and the FR11/Dwarves Deep enough alarms), but shriekers seem to
sourcebook for further information. thrive and willingly stay near radiation,
The Underdark is a many-layered net- producing offspring faster than else-
work of caverns, passages, and rivers of where in the Underdark.
water and magma. Its stone ceilings look Violet fungi are normally found with
down on strange features: stalagmites shriekersexcept in strong-radiation
sharp as dragons teeth, lacy rock cur- areas, which they dislike and avoid. It is a
tains, arches, and graceful bridges. A little-known fact that lots of shriekers
heavy, brooding silence is broken by and no violet fungi usually means strong
far-borne echoes. They magnify sounds of radiation. It is known to surface lore that
life, cracks and deep boomings of shifting strong radiation areas harbor many
and shattering rock, and the murmur of small, harmless glowing mosses and li-
moving water. chens, which radiate a great variety of
The Underdark is too dangerous for colors.
most beings (including drow) to travel in Such areas are also known to create
alone. Its natives almost all possess in- plants and monsters of unusual size,
fravisionand lurk in the darkness with deformities, or additional or aug-
hunting those weaker than themselves. mented features. Many tavern-tales tell of
Areas of the Underdark favored by drow two-headed purple worms, flying ropers,
have large ferrous ore deposits. Adaman- or other horrors of the depths. If such
tite and gems tend to be plentiful. Mag- monsters are powerful and entrenched in
netic forces are strong, and the rock gives lairs, drow work around them, leaving
off radiation akin to magical energy. them as guardians to discourage others.
Drow have learned to use and thrive Spiderlike mutants are revered by Lolth-
among these energies. worshipping drow as the work of the
These radiations prevent teleportation goddess. The drow may even feed them
magic from operating reliably in the with captives or lured intruders.
Underdark. The maximum range of such A campaign could focus on a band of
travel is half a mile. A teleport will travel adventurers exploring one strong-radia-
straight for half a mile, then divert into tion area after another, mining them of
the nearest open areaeven if it is a tiny riches and monsters for sale to surface
cavity enclosed in solid rock! Near very markets. Such endless exploration
strong radiation, teleports are reduced to campaigns take on a survivalist flavor;
blink range, or have involuntary dis- tools, food, necessary supplies, and ex-
placement effects. ploration strategies become paramount,
Drow eyes see strong radiation by cer- and the usual intrigue and treasure less
tain rock-glow hues of eerie, vivid blue, important.
green, or amber. Most surface-dwellers
can only guess whether radiation is pre-
sent by the occurrence of drow guards
112 • Chapter 14
Bat, Deep
Deep dragons are little known on the surface world. They for that individual.
are the old, wise, wide-ranging silent hunters of the Deep dragons are wary in battle and approach, but find
Underdark. The drakes of the depths are cunning and spell and claw-to-hand combat well-nigh irresistible. They
patient, placing their survivalfollowed by their joy of will avoid obvious traps, ambushes, and open combat with
huntingabove all. Deep dragons carefully amass and magically-strong, numerous opponents trying to find
hide treasure in various caches, guarded with traps and them, but delight in stalking prey, pouncing on creatures
magic. They are able to use most magic items, and will without warning, and using their spells to bury opponents
retain those they seize for personal use. under rockfalls, or smiting with destructive spells.
Deep dragons are an iridescent, eye-catching maroon
when they hatch. Soft-scaled and unable to change form, Breath weapon/special abilities: A deep dragons breath
they keep to their birth-lairs until they have mastered both weapon is a cone of flesh-corrosive gas 50 long, 40 wide,
their other formsthat of a giant, winged worm or snake, and 30 high. Creatures in the cloud can save versus
and a bipedal human (or drow) form. breath weapon for half damage (if they have dry, exposed
skin, they save against the flesh-eating gas at -2). Cloth,
Combat: Deep dragons burrow and fight with their metal and wood are not affected. Leather, however, is in
powerful, stone-rending claws, tearing plate armor, bony the same position as dry, exposed skin.
carapaces, bones and flesh alike. They love to fight and to Deep dragons cast spells at 9th level, adjusted by their
hunt prey through the lightless caverns of the Underdark, combat modifiers. Deep dragons are born with infrav-
employing their various forms to follow prey. ision, innate immunities to charm, sleep, and hold
In snake form, they are AC 6; MV 9, Fl 4 (D), Sw 11. They magics, and the ability to detect magic unerringly. They
lose their claw attacks, but gain a constriction attack also have true seeing. Deep dragons are immune to
(successful attack roll required, does 3d8 damage/round, extremes of heat and cold (-3 on each die of damage
hampers victims movement, spellcasting, and attacks: taken, to a minimum of 1 hp/die).
causing -1 on all attack rolls and a 1-point armor class As deep dragons age, they gain the following additional
penalty). powers:
In human form, a deep dragon is AC 10, MV 12, Sw 12,
and does damage by spell or weapon type. Armor can be Very young: assume snake form three times/day (no time
worn, but it is always destroyed (doing the dragon 2d4 limit on form, can change back at will).
damage in the process) in any transformation of shape. A Young: assume bipedal or human form thrice/day.
deep dragon can alter the size, shape, hue and features of
its bipedal form to resemble a human, elf (surface or drow), Juvenile: gain one additional form change (each form) per
half-elf, half-orc, orc, hobgoblin, dwarf, duergar, or any day, gain ability to regenerate 1d4 hp every turn.
similar creature of like size. It can do this well enough to Adult: regenerate ability strengthens, to 1d4 hp every 6
always be taken for a being of such a race, but is only 66% rounds. Gains ability of free action at will.
likely to copy a specific being well enough to be mistaken
Mature adult: regenerate ability increases, to 1d4 hp Otherwise, deep dragons are found in trapped, well-
every 4 rounds. Gains ability to levitate three times/day defended lairs in the Underdark. They often use their
(usable in combination with free action). powers to reach caverns inaccessible to most creatures
(including themselves in full-size dragon form), and to
Old: gains the ability to transmute rock to mud and use fashion physical, monstrous (transplanting harmful fungi
telekinesis three times/day. and similar creatures), and magical traps to defend them.
Very old: gains the ability to move earth three times/day. Deep dragons often work with drow, as guardians that the
drow feed regularly with slaves, captives, and drow who
Venerable: gains the ability to passwall twice a day, and have earned the death penalty.
disintegrate (non-living matter only, but can be used on
undead or the clothing and gear worn and carried by a Ecology: Deep dragons have been known to eat almost
living being) twice per day. anything, but they particularly prize the flesh of clams(!),
Wyrm: gains an additional use/day of all powers gained fish, kuo-toa, and aboleth. They view cloakers and mind
from Old age to date, also the ability to stone shape twice flayers as dangerous rivals in the Underdark, and seek to
per day, and use tongues once/day. eliminate them whenever possible. Deep dragons avoid
confrontations (or even openly revealing their presence) to
Great wyrm: the power to use repulsion thrice/day is other dragons, if possible, and will never fight or steal from
gained, affecting undead and all living creatures except others of their own kind.
other true dragons. One additional daily use of stone DMs are reminded to consult Volume One of the
shape and tongues is also gained. Monstrous Compendium when using this monster; the
powers and characteristics generally shared by dragons
Habitat/Society: Deep dragons roam the Underdark. They (see 2-page Dragons general entry) apply to Deep Drag-
are great explorers, and even venture (particularly when ons.
they are young adults) up and about the surface world
from time to timeparticularly to regain stolen treasure,
take revenge on foes, and to seize or steal magic.
Age Base Lgt Tail Lgt AC Breath Spells: Wizard/Priest MR Treasure Type XP Value
Weapon
1 1-5 1-4 3 2d8+1 Nil Nil Nil 2,000
2 5-14 4-12 2 4d8+2 Nil Nil Nil 3,000
3 14-23 12-21 1 6d8+3 Nil Nil Nil 4,000
4 23-32 21-28 0 8d8+4 1 Nil H,Q 6,000
5 32-41 28-36 1 10d8+5 2 25% H,Qx2,E 8,000
6 41-50 36-45 2 12d8+6 2,1 30% H,Qx3,E,S 10,000
7 50-59 45-54 3 14d8+7 3,2 35% Hx2,Qx4,E,S 12,000
8 59-68 54-62 4 16d8+8 4,2,1/1 40% Hx2,Qx4,E,S,T 15,000
9 68-77 62-70 5 18d8+9 4,2,2/2 45% Hx3,Qx5,E,S,T 16,000
10 77-86 70-78 6 20d8+10 4,3,2,1/2,1 50% Hx3,Q,E,S,T,U 17,000
11 86-95 78-85 7 22d8+11 4,3,3,2/3,2 55% Hx3,Q,E,S,T,U,V 18,000
12 95-104 85-94 -8 24d8+12 4,3,3,2,1/3,3,1 60% H,Q,E,S,T,U,V,X,Z 19,000
Myrlochar
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare (Uncommon in Abyss)
ORGANIZATION: Hunting packs
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Chaotic evil
Combat: The skeletal bodies of myrlochar are surprisingly Habitat/Society: Myrlochar form hunting packs both on
strong and agile. In battle, they strike with the bony points the Abyssal layers and on other planes. No one has ever
of two elongated forelegs (sometimes with enough force to seen young soul spiders, nor do they seem to form family
penetrate a shield), and with saw-edged jaws. groupings or mating pairs.
The magical bite of a soul spider does 2-12 damage.
There is always a 1 in 6 chance that 1 hit point of any Ecology: Myrlochar never seem to age. They regenerate
myrlochar bite damage will be permanently drained from lost bony matter very slowly (at the rate of 1 hp/4 days), can
the victimand gained by the soul spider. It is this power reattach severed legs and body parts, and will eat the flesh
that gave the myrlochar its nickname, among long-ago of any creature they can catch. Nothing hunts them except
Calishite desert nomads and northern barbarian tribes of fearful intelligent opponents trying to be rid of them and
the Realms. foolhardy adventurers, often in the employ of alchemists.
In addition, the bite of a myrlochar can also affect its Powdered soul spider bone is a potent ingredient in the
victim with one of two magical effects (the intended victim making of items and enchantments involving free action
receives a saving throw versus spell, at -3, to avoid either and levitation.
Pedipalp
Large Pedipalp
These scuttling creatures are common in the Underdark of
Toril, where they dine on rats, worms, and other small
prey. Equipped with two grasping arms and fearsome-
looking mandibles, the schizomidae are incapable of
grasping prey larger than themselves. Large pedipalpi 1-8-damage mandibles) have developed spiny pincers on
(which may be as little as a foot long, when fully grown) the ends.
lack the distinctive whip-like feelers of their larger Besides biting in combat, huge pedipalpi (or amblypygi)
cousins. use these pincers to strike. After a successful (1-6 points of
damage) hit, the pedipalp automatically applies a crushing
Huge Pedipalp grip, unless the victim makes a successful bend bars/lift
These creatures have developed two 8-long, whip-like gates roll. The grip causes 2-12 damage on the second
feelers (which they use to probe possible traps, fissures, round, and on every round thereafter, until the victim
and other unseen areas) in place of one pair of legs. breaks free (with a successful bend bars roll; one is allowed
Another pair of legs (the two foremost, closest to the each round) or the pedipalp is slain. The pedipalp may use
its bite on others during this time, if it can reach other Giant pedipalpi can also discharge a noxious vapor three
prey. If it elects to bite the creature it is gripping, it attacks times a day. This acrid, irritating, wet yellow gas expands
at +6 to hit. (The grip requires the use of both the in a single round, to affect a 20-radius sphere centered on
pedipalps pincers: if they elect to attack another being, the pedipalp, before dissipating harmlessly. All non-
the grip is broken.) pedipalpi creatures in this area must save versus poison,
or be affected with twitching muscular tremors and
Giant Pedipalp spasms for 1-6 rounds (forcing them to fight at -3 on all
The uropygi have whip-like feelers and spiny pincers like attack rolls).
the smaller amblypygi. They also have dangerous-looking,
whip-like tails, that rather resemble the stings of scorpi- Habitat/Society: Pedipalpi of Toril are far-wandering
ons when held aloft. The tail actually serves only as a feeler; hunters, who roam fearlessly in search of food, establish-
these pedipalpi attack with two pincers and a bite. ing no territories and heedless of foes. They will team up to
After a uropygus scores a pincer hit (1-8 points of face prey or opponents larger than themselves, but
damage), it has the option of abandoning its other pincer otherwise hunt alone or (if weak or young) in pairs.
hit that round in favor of a gripping attack. If it does so, Pedipalpi never fight or hunt other pedipalpi, or other
the victim is allowed a bend bars/lift gates roll. If this roll arachnids of any kind.
fails, the pedipalp establishes a grip. On the following
round, it automatically bites (for 2-8 points of damage), Ecology: Pedipalpi poison-sacks (which resemble fist-
and crushes (for 2-16 points of damage). This damage is sized, flexible walnuts) are valued by all who deal in
repeated each round until the uropygus is slain, breaks its poisons: a strong disabling poison can be distilled from
grip to face another opponent (each attack from another them. The spined foreleg-pincers of pedipalpi serve many
creature has only a 1 in 2 chance of causing this; 2 in 12 if goblinkin as maces, and the feelers of a pedipalp can be
the attack hits), or one of the two bone-armored, spined used in battle as a whip (1d2 damage, 1 vs. L), for 3d4 days
gripping pincers is severed. A pincer will take 20 hit points after the creature is slain. Thereafter, the feelers dry out
of damage before being severed (consider these points too much, and crumble into useless fragility. No other
separately from the pedipalps true hp total), and has an parts of pedipalpi are safe or palatable eating for most
effective armor class of 0. creatures.
Rothe, Deep
CLIMATE/TERRAIN: Any/subterranean
FREQUENCY: Uncommon
ORGANIZATION: Herd
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
Rothe (pronounced roth-AY) are squat, strongly-built If panicked by harrying attacks or successful entrap-
creatures who resemble musk oxenwith curving horns, ment, rothe will try to break free of creatures who are
cloven hooves, and long, shaggy coats of thick hair. They harrying or herding them by outrunning them. If this is
have evolved into two very similar strains: the smaller, impossible, the rothe always turn to face those working
magically-gifted subterranean or deep rothe, and the against them, and charge in a solid wedge of packed flesh.
larger surface rothe. The impact of such a charge has been known to shatter
Rothe have dirty brown coats, darkening to almost black stone walls, uproot trees, and do creatures standing
on the legs and underbelly, and have dark green or black against it 2d4+1 points of impact damage per rothe
hooves and horns (ivory color if freshly broken off or involved in the charge. Rothe have such strength and
growing back). Their eyes tend to be yellow or pinkish, and determination, when panicked, that the destruction or
they communicate with snorts, grunts, and sniffs. Ghost immobilization of the frontrunners in a charge will not
rothe have white coats, and can employ temporary silence turn the charge aside or end it. Those behind trample their
(see below). Rothe regularly regenerate lost horns, and can disabled comrades and continue on. The charge of a herd
even, over time (usually a season or so), regenerate lost of 8 or more rothe automatically hits, unless targets can
limbs. The sexes appear identical unless the rothe have get out of its way.
been sheared. The charge of a lone rothe requires at least a straight,
level or descending path or route at least 60 in length. It
Combat: Rothe bite for 1-8 points of damage (ghost rothe counts as an extra attack, delivered at THAC0 13, and does
do 2-8), and slash with their horns (those of deep rothe do 2d4 shock damage per current hit die of the rothe (round
1-3 each, those of their surface cousins 2-5 each, and down). A rothe, even if it runs onto impaling spears or the
ghost rothe deal 2-8 each). The curvature of the horns like in its charge is never stunned by the force of its own
makes goring with them almost impossible, except against impact. Even if it is dying from the damage it has taken in
opponents above the rothes head (such as stirges, that round, the rothe gets its usual three attacks, all at +1
would-be riders, reckless folk attempting to slay the rothe to hit.
with a dagger, and so on). If a rothe scores an attack The churning hooves and weight of a charging rothe do
against a foe in such a position, it will gore, doing 4d4 hp damage (surface rothe) or 2d4 damage (deep
maximum possible horn damage. rothe). Victims are allowed to save for half damage.
Rothe are not particularly intelligent, but have an Rothe have minds of such determination that charm,
instinctive wariness of being surrounded or penned in. sleep, hold and similar magics directed against them,
Beings who try to surround them, herd them, or raise nets even if successful, require 1d4+1 rounds to take effect. A
and barriers around them learn that rothe instinctively wizard rarely has time to charm a rothe charging against
react to any observed encircling movement (and there are him, and turn it away!
always rothe on watch) by drifting away from such traps,
while grazing. Rothe always scout the areas in which they Habitat/Society: Rothe dislike bright light, and normally
grazethey know where precipices and gorges are to be make their lairs in caves, overhangs screened by dense
found, and unlike buffalo, cannot easily be stampeded into thickets, or subterranean cavern networks. They are
killing falls. nimble rock-climbers, leaping from ledge to ledge with skill
and uncanny balance. They will often escape up a cliff face Deep Rothe
from pursuers, sometimes galloping across loose scree to The staple diet of many drow and duergar communities,
deliberately start a rockslide. Such slides typically carry these herd animals of the Underdark are small, standing
pursuers backwards/downhill 6d10 feet in a round. Vic- only 4 high at the shoulder when fully grown. They are
tims caught in the slide suffer 6d6 rock-impact damage (or powerfully built, being on average just as wide as they are
2d6 mud-and-stones damage), half that if a Dexterity tall.
Check succeeds. Deep rothe have 90 infravision, and eat fungi, lichens
Although rothe depend on the presence of abundant water and mosses. They are immune to all known mold and fungi
to support the mosses, lichens, and ferns they so like to eat, spore or contact effects. The cold damp of even the deepest
they do not enjoy swimming or immersion in waterand ice-locked caves of the north is as nothing to them. Used to
creatures who keep herds of domesticated rothe often attacks by blood-drinking bats and stirges, rothe are adept
confine them on islands, knowing that the water will prove at rolling or ramming their shoulders and heads into rocky
a strong ally in keeping a herd from wandering. walls with sudden speed to crush and/or dislodge such
Rothe always band together with others of their kind to opponents; half charge damage applies, with no damage-
form a herd. They never fight with others of their own kind lessening saving throws allowed.
(unlike cattle, rothe bulls never fight for dominance). Each deep rothe can manifest dancing lights to signal
Rothe work together in herds, the stronger escorting and its fellows twice per day, 140-yard range. This is used to
guarding the weak and the young. Some individuals signal its location, the presence of food, danger, and so on.
remain alert and on watch at all times, while others feed or Different messages are communicated by subtle differ-
sleep. Rothe sleep standing up, and if caught in severe ences in the hue and movement of the lights. These lights
weather or conditions (such as a blizzard on the surface, are often mistaken by adventurers for will o wisps or the
or a mudslide underground), they stand together in a solid work of unseen mages.
wedge of flesh.
Rothe young are AC7; MV 10 (deep) or 15 (surface); 1
HD; #AT 3; 1/1/1-4; THAC0 19; and are visibly smaller
than adults. They tend to be more inquisitive, but are
seldom left unescortedand will always obey the grunts
and head-gestures of their adult escorts.
NO. APPEARING: 1-20 (familiar: 1) 1 1 (2-5 in drow pens or Varies; usually 1-6
emplacements)
ARMOR CLASS: 8 4 3 6
MOVEMENT: 14, Wb 9 8, Fl 10 6, Wb 8 (also in trees) 18
HIT DICE: l-l 3+3 5+5 2+2
THAC0: 20 17 15 19
NO. OF ATTACKS: 1 1 9 1
DAMAGE/ATTACK; 1 (bite) 1-3 2-8 (bite)/2-12x8 (legs) 1-6
SPECIAL ATTACKS: Poison Poison Leap impalement Poison (see below)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (6 or less in diameter) L (10 in dia.) L (12 in dia.) M (6 in dia.)
MORALE: Average (10) Elite (13) Elite (13) Fanatic (17)
X.P. VALUE: 65 650 2,000 420
This entry details four arachnid species common in the Hunting Spider
Underdark, or at least in drow habitations there. The Hunting spiders, also known as Chasm spiders in the
reverence of most drow for Lolth causes them to at least Underdark due to the usual location of their lairs, are giant
refrain from attacking spiders out of hand, and this versions of the flying spider known in Undermountain
relative safety, plus the large amounts of ready food that (beneath the city of Waterdeep). Like their smaller cousins,
large settlements generate, has caused spiders to gather hunting spiders have translucent, gossamer wings. They
and live in the drow communities and drow-controlled can use these to aid and steer in prodigious leaps,
areas all over the Underdark. traveling up to 70 horizontally, and can fall any distance
without harm upon landing (so long as their wings are
Hairy Spider intact, and have room to beat).
Hairy spiders get their name from their appearance: Hunting spiders never sleep, and are never surprised.
theyre the little, hand-sized, viciously biting hairy black Their vision gives them the natural ability of true seeing.
things found in jungles, the Underdark, tombs, and The bite of a hunting spider forces a save against (Type
caverns all over the Realms. They bite chunks out of A) poison at +2. If the throw fails, the victim takes 15 hp
victims flesh as they crawl and swarm (hunting in of damage, 1 per minute, the loss starting 10-30 minutes
groups). They cant spin webs, but can readily move in the after the bite. If the save is made, no damage is suffered.
webs of other spiders. They are immune to all known A hunting spider can be trained as a guardian. If fed
spider venoms. regularly, it need not use its poison to hunt prey, and can
Their weak venom (save at +2, to avoid all effects) remain in one placea patient, alert and attentive guard,
causes a temporary l-point armor class penalty to the which can recognize a master (and other approved
victim, as well as -1 on attack rolls, and -3 on dexterity persons) by smell, voice, and gestures, and will remain
scores when checks are made. These effects take hold on loyal. Many serve wizards (especially drow mages) as
the round after a bite, and last for 2-5 rounds. familiars.
Hairy spiders are sometimes used by wizards (especially
drow mages) as familiars, as they are able to carry small
items, walk on walls and ceilings, have no fear of fire, and
have 60 infravision. Some (40%) of hairy spiders can
detect invisibility (a 4 in 6 chance, each round).
Up to forty hairy spiders can swarm on an average-sized
human, all biting at +5 to hit, once attached. Hairy
spiders are remarkably resistant to crushing damage; to
be detached, they must be individually struck or tom
awayrolling or crashing about into walls, et cetera is
usually ineffective at removing or destroying clinging
spiders.
Spitting Crawler
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 16
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Acid spit
spider and insect venoms, and to the attacks of all known
SPECIAL DEFENSES: cling to vertical + upside-down
oozes, slimes, jellies, and mold spores (including deadly,
surfaces
monstrous sorts).
MAGIC RESISTANCE: 30% Spitting crawlers who serve as familiars gain the morale
SIZE: S (averages 3 long) of their companion wizard if it is greater than their own.
MORALE: Steady (12); see below Over time, they become close to their masters, and will
X.P. VALUE: 175 fight to the death to protect or avenge them. Spitting
crawlers can tolerate a wide range of temperatures, but
Spitting crawlers are lizards of the Underdark, often used enjoy soaking up the body heat of a master by riding about
as familiars by subterranean-dwelling wizards (such as against the masters skin, curled up around the back of
the mages of the drow). Subterranean crawlers are slim, the neck, or perched inside a shirt or tunic. An angry
lithe, darting lizards with frog-like toes on their feetthey spitting crawler hisses loudly; cunning crawlers can also
rather resemble the surface-dwelling skink, equipped with mimic human coughing or muttering noises, to lead
a creeper frogs large, splayed, bulbous toes. These sticky beings away or lure them into traps.
toes enable a spitting crawler to silently climb and walk on A spitting crawler can leap upwards 10 plus 1d4 feet,
ceilings, to better reach food. Spitting crawlers are and spring horizontally up to 18. Crawlers have elastic
gray-green in hue, with a lighter, mottled grey underside. bodies, which absorb the shock of landingif a crawler
They can remain motionless for long periods if being falls or leaps down 30 or less, it takes no damage; if it falls
watched, to appear part of the rock they are clinging to. a greater distance, apply 1d4 falling damage per 10 fallen
only in addition to this 30 safe distance.
Combat: A spitting crawler can run about on walls and
ceilings at a movement rate of 12, in silence. Its toothed Habitat/Society: Spitting crawlers avoid larger creatures,
bite does only 1-2 points of damage, but three times a day, lurking in fissures and cracks until such dangers have
a spitting crawler can spit a stream of acid up to 20 with passed. Their favorite food is sleeping bats, and their most
great accuracy (+5 to hit). common fare the centipedes and other insects that scuttle
Its green, acrid discharge is corrosive to metal and flesh and roam through the Underdark. Spitting crawlers
alike, and does 2d4 hp of damage to any creature hit, as usually come in contact with adventurers only through a
well as causing skin disfigurement and an ongoing, wizards use of a find familiar spell. Spitting crawlers and
itching burning (victim suffers -1 on attack rolls, a the most intelligent sorts of spiders are perhaps the most
1-point armor class penalty, and cannot rest or study, for highly prized familiars of drow wizards.
3d12 turns). If diluted with water or wine within 4 rounds
of striking, the duration of its effects drops to 2d8 turns. Ecology: Spitting crawlers eat lichens, slimes (including
Against metal, the acid burns an ever-widening hole. If the deadly green slime, and monstrous oozes such as the
not diluted with water or wine, this reaction will continue, grey ooze), small rodents, and insects. They can go for long
until a shield, for example, is reduced to powder. Affected periods without eating. If a master keeps a spitting crawler
metal spreads the reaction to adjacent, touching metala well fed, gives it lots of water to drink and the occasional
chainmail shirt to gauntlets, for example. If the affected treat (strong-smelling cheeses are a favorite), it will not be
armor is removed, and a Dexterity Check succeeds, the distracted from assigned tasks by food.
reaction does not spread to other metal worn or carried. Spitting crawler toes are a spell ink ingredient and
(The victims armor class suffers by at least 1 point, alternative material component for spider climb spells,
depending on the severity of the acids destruction.) Water and a distillate from their acid glands, mixed with water,
or wine halts the metal-destroying reaction immediately. yields enough acid to fill one glass canister (grenade-like
Spitting crawlers cannot be stunned or affected by missile, as described in the Dungeon Masters Guide) of
charm, sleep, or hold. They are immune to all known acid.
Yochlol
CLIMATE/TERRAIN: Any/any
FREQUENCY: Very rare (common in Abyss)
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Chaotic evil