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 Scourge of Fangs

This scourge has a handle of adamantine and five serpentine constructs as lashes. The snakes are
extensions of the will of the scourge’s wielder, hissing and writhing in response to the thoughts
and emotions of the character carrying it. At the wielder’s mental command, the serpents attack as
separate and independent creatures, using the statistics below.
With an attack action, the whip wielder can cause one of the snake heads to attack; as a full attack
action all the heads can attack.
If a good-aligned character tries to wield the scourge, the snakes attack the wielder instead of the
intended target. The snake heads have the following characteristics:
o Tiny Construct; HD 2d10; hp 11; Init +3; Spd 0 ft.; AC 17 (touch 14, flatfooted 14); Atk
+5 melee (1d2–2 and pain, bite); SA Pain; SQ Construct; AL NE; SV Fort +0, Ref +3,
Will +0; Str 6, Dex 17, Con —, Int —, Wis 11, Cha 1.
Feat: Weapon Finesse (bite).
Pain (Su): The venom of the serpent’s bite causes wracking pains, imposing a –4 penalty
on the victim’s attack rolls, skill checks, and ability checks for 2d4 rounds. A successful
Fortitude save (DC 19) reduces the penalty to –2.

If a snake head is destroyed, it falls off the whip. The remaining heads continue to function
normally until all are destroyed.
CL 5th; Craft Wondrous Item, Animate Objects, Bestow Curse; Price 30,000 gp.

 Drow Mission Blade


This weapon is a +1 Drowcraft Finder short sword. (As detailed above, a drowcraft weapon grants
the wielder a +2 Luck bonus on attack and damage rolls in addition to its normal enhancement
bonus, so a Drow Mission Blade functions as a +3 weapon in areas of Faerzress.) In addition to
gaining bonuses on various skill checks (namely a +4 Insight bonus on Search, Spot, and Survival
checks made underground, as per the Finder ability), the wielder can use Blindsight (as detailed in
the spells section of the Underdark book, caster level 3rd) as a standard action once per day.
Strong Varied; CL 12th; Craft Magic Arms and Armor,
drow, Blindsight, Contingency,Disintegrate, Divination; Price 15,270 gp; Cost 7,790 gp + 598 xp.
 Hand Spinneret
A favored drow weapon, the Hand Spinneret is a +3 Drowcraft Unholy hand crossbow. (As
detailed above, this functions as a +5 weapon in areas of Faerzress). In addition, the wielder can
use Web (Caster level 8th) as a standard action three times per day.
Strong Evocation; CL 12th; Craft Magic Arms and Armor, Contingency, Disintegrate, Web, drow;
Price 90,400 gp; Cost 45,400 gp + 3,600 xp.
 Queen’s Scourge
This black, whiplike weapon appears to be crafted of thick webs woven through with cruel barbs.
A Queen’s Scourge is a +2 Drowcraft scourge (meaning it is +4 in areas of Faerzress). A character
proficient with either the scourge or the whip may employ the Queen’s Scourge at no penalty.
Like a spiked chain, it may be used to strike adjacent opponents or opponents 10 feet away. In
addition, once per day, the wielder can choose to affect a living creature struck with the Queen’s
Scourge with Inflict Critical Wounds, dealing 4d8+12 points of damage (Will DC 17 half) in
addition to the weapon’s normal damage.
Strong Evocation; CL12th; Craft Magic Arms and Armor, drow, Contingency, Disintegrate,Inflict
Critical Wounds; Price 47,250 gp; Cost 23,920 gp + 1,888 xp.
 Death Spear (Lesser or Greater)
This +1 longspear is bathed in an aura of negative energy that deals an additional 1d6 points of
negative energy damage on a successful attack. In addition, the spear can be used to deliver
an Enervation (Lesser) or Energy Drain (Greater) effect on a successful hit. A Death Spear has 10
charges when created, and each use of such a spell effect uses one charge. When drained of
charges, the spear retains the aura of negative energy and its enhancement bonus.
CL 7th (Lesser) or 17th (Greater); Craft Magic Arms and Armor, Energy Drain (Greater)
orEnervation (Lesser); Price 13,905 gp (Lesser) or 38,905 gp (Greater); Cost 7,105 gp + 544 xp
(Lesser) or 19,605 gp + 1,544 xp (Greater).
 Lash of Torment
This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger.
(Whip-daggers are exotic weapons from Sword and Fist and the Arms and Equipment Guide.
They cost 25 gp, deal 1d6 points of slashing damage, score a critical on a 19-20, and weigh 3 lbs.
They are identical to whips in all other respects. Mighty versions are also available.) It is usually
found in the possession of drow slavers or torturers. In the hands of a non-drow, the Lash of
Torment acts merely as a +1 Whip Dagger. In addition, every time that the non-drow wielder
misses, the Lash of Torment curls back and strikes the wielder. This curse has been placed on the
weapon to prevent slaves from taking it up against their masters.
In the hands of a drow, the Lash of Torment functions as a +3 Wounding Whip Dagger. On a
critical hit, the Lash of Torment also causes tremendous pain. The victim suffers wracking pains,
resulting in a -2 penalty to Dexterity and a -4 penalty to all attack rolls, skill checks, and ability
checks. A Fortitude save (DC 18) negates this effect. Both effects last for 1d10 minutes, and any
additional hits from a Lash of Torment during this time have no further effect on the victim
beyond the normal damage inflicted.
CL 15th; Craft Magic Arms and Armor, Mordenkainen's Sword, Symbol. Price 98,325 gp; Cost
49,162 gp + 3933 xp.
 Bolt of Discord
Delighting in sowing chaos among their enemies, the drow have created weapons that disrupt and
confuse, therby prolonging the conflict. A Bolt of Discord is a +1 crossbow bolt covered in bizarre
sigils that seem to move on their own accord. Upon impact, the bolt releases aConfusion spell with
a 15-foot radius, as if cast by a 13th level wizard (DC 16 Will save negates). In addition, if a
creature is directly struck by the Bolt of Discord it is affected by an insanity spell as if cast by a
13th level wizard (DC 20 Will save negates).
Strong Enchantment; CL 13th; Craft Magic Arms and Armor, Confusion, Insanity; Price 3250 gp;
Cost 1625 gp + 130 xp.
 Death Armor
This +3 Glamered Shadow Slick Silent Drowcraft spiked leather armor is legendary. While
wearing it, an Underdark assassin can complete his mission under almost any conditions and in
any guise. In addition to its other properties, it allows the wearer to use Greater Invisibility(Caster
level 8th) on himself once per day, as a standard action.
Strong varied; CL 12th; Craft Magic Arms and Armor, Contingency, Disintegrate, Greater
Invisibility, drow; Price 75,730 gp; Cost 37,970 gp + 3,021 xp.
 Daylight Pellet
This nasty weapon was devised by drow for use against other drow, but it is equally useful against
any light-sensitive creature. Daylight Pellets are simply small pieces of glass, rock crystal, or
igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a
standard action), a Daylight Pellet shatters on impact and activates aDaylight spell.
Daylight Pellets are usually found in pouches in quantities of 3d4 pellets.
Faint Evocation; CL 5th; Craft Wondrous Item, Daylight; Price 750 gp per pellet.
 Sun Flash Pellet
Like Daylight Pellets, Sun Flash Pellets are simply small pieces of glass, rock crystal, or igneous
rock coated with grease and covered with clay, then baked until hard. When thrown (a standard
action), a Sun Flash Pellet shatters on impact and activates a Sunburst spell. These items are
especially useful against creatures vulnerable to sunlight, such as vampires.
Due to the high cost of these items, it is rare to find more than a single pellet at a time.
Strong Evocation; CL 15th; Craft Wondrous Item, Sunburst; Price 6,000 gp per pellet.
 Driftdisc
Drow Matrons and other prominent drow use animated, 6-foot-diameter stone disks to travel in
state for important ceremonies or occasions. Every so often an eccentric drow may even use a
Driftdisc as a bed. The disc can carry up to 300 pounds and may fly at a speed of 30 feet with
perfect maneuverability. Unattended Driftdiscs customarily float 3 feet above a horizontal surface.
Each Driftdisc is activated by a different command word. If the device is within voice range, the
command word activates it, whether the speaker is on the disc or not. The disc can then be
controlled telepathically by the creature that spoke the command word. Mentally commanding the
disc is a free action, and the user can do so at a range of up to 120 feet. The user retains control of
the disc until he uses another command word to deactivate it. At that point, another creature could
speak the activating command word and take control of the Driftdisc.
Once per day, the user can animate the Driftdisc as though with an Animate Objects spell. The
animated disc is a Large animated object (see Monster Manual) with a fly speed of 90 feet and
perfect maneuverability. As an animated object, it fights and moves as directed by its user.
(As per the old rules dictating Driftdiscs, they could be fitted with Drow House Insignia [see
below]. In such a case, all the powers of the Insignia could be used by (or against) beings carried
by the disc, as if they wore the Insignia directly. The values that follow do not include the value of
a fitted Insignia.)
Moderate Evocation and Transmutation; CL 11th; Craft Wondrous Item, Animate Objects,Detect
Thoughts, Overland Flight; Price 113,760 gp; Weight 1,500 lbs.
 Spider Masks
Found only in the possession of high-ranking clerics of Lolth, these masks grant great power, but
they extract a terrible price upon the wearer. Once donned, the mask fuses itself to the wearer's
face and cannot be removed short of use of a Limited Wish, Miracle, or Wish. Even if the mask is
successfully removed in this manner, the wearer must make a DC 25 Fort save or be instantly
killed by the fury of Lolth. Seeing such a mask, most drow immediately treat the wearer with a
great deal of respect. There are three known types of mask:
o Black Widow
This mask is midnight-black, with the distinctive red hourglass shape of the black widow
spider located on the forehead. Unlike the other masks listed here, the wearer's mouth is
visible, although it looks like he possesses huge, spiderlike fangs. Eight small spider eyes
are scattered evenly on the mask's surface. The wearer gains the following abilities:
 +4 Profane bonus on Listen, Move Silently, Search, and Spot checks
 Cause Fear at will as if cast by a 15th level Sorcerer
 The wearer gains the ability to make a single bite attack each round. This bite
deals 1d8 damage and poison (DC 18 Fort save; initial and secondary damage
3d6 CON)
o Brown Recluse
This dull brown mask completely covers the wearer's head, with only eight black eyes
and two huge hairy fangs breaking the surface. The wearer gains the following abilities:
 +4 Profane bonus on Spot and Listen checks
 Jump and Spider Climb at will
 The wearer gains the ability to make a single bite attack each round. This bite
deals 1d6 damage and injects a terrible poison that begins to rot the victim's
flesh (DC 18 Fort save; initial and secondary damage 2d6 CON)
o Phase Spider
This mask resembles that of a phase spider: white and blue, with eight silvery white eyes.
The wearer gains the following abilities:
 +2 Profane bonus on Spot, Search, and Listen checks
 The wearer gains the ability to make a single bite attack each round. This bite
deals 1d6 damage and poison (DC 13 Fort save; initial and secondary damage
1d6 CON)
 As a move action, the wearer can shift from the Ethereal Plane to the Material
Plane. Shifting back to the Ethereal Plane also takes a move action. The ability
is otherwise identical to the Ethereal Jaunt spell as cast by a 9th level cleric. The
wearer can shift between planes at will.

Strong Necromancy; CL 15th; Craft Wondrous Item; Jump, Poison (Brown Recluse); Ethereal


Jaunt, Poison (Phase Spider); Cause Fear, Poison (Black Widow); Price 37,840 gp (Brown
Recluse), 56,150 gp (Black Widow), 115,440 gp (Phase Spider)
 Web Choker
Strung of barbs and black webbing, with nine gray spheres depending from it, this choker is
considered high fashion for drow priestesses. The wearer (and only the wearer) can detach and
hurl the spheres up to 70 feet. When a sphere arrives at the end of its trajectory, it bursts,
generating a Web effect (DC 14). Once all nine spheres have been used, the Web Choker is
nothing other than a simple choker.
Faint Conjuration; CL 5th; Craft Wondrous Item, Web; Price 2,700 gp.
 Amulet of the Dark Blessing
Made from an iridescent black gemstone found in the Underdark, these amulets are identical in
function to the devices surface dwellers know as Amulets of Laeral’s Tears. These drow devices
bestow 24 temporary hit points on the wearer. When those temporary hit points have been
expended, the amulet crumbles into worthless dust.
CL 12th; Craft Wondrous Item, Aid, Shield Other; Price 1,200 gp.
 Eyes of the Spider
This device fits on the head in such a way that it covers the wearer's left eye. Eight rubies are set
into its silver surface, starting directly over the covered eye and rising in a line toward the top of
the head. The jagged shape of the item is reminiscent of a spider's legs. A character wearing Eyes
of the Spider cannot also wear a pair of eye lenses or goggles (though he or she can wear a single
eye lens on the right eye) or a headband, hat, or helmet.
When the Eyes of the Spider are first put on, the device extends a protrusion into the wearer's left
eye socket. This causes excruciating pain and deals 2d6 points of damage. Once this occurs, the
device cannot be removed until the wearer is dead.
Three times per day, the wearer of the Eyes of the Spider may use a standard action to make a
gaze attack identical to the corrupting gaze ability of some ghosts. The range of the attack is 30
feet, and the target must succeed at a Fortitude save (DC 19) or take 2d10 points of damage plus
1d4 points of Charisma drain.
The character gains the benefits of a continual true seeing spell (the divine version) to a range of
120 feet. Because the device also grants all-around vision, the wearer cannot be flanked and gains
a +4 bonus on Spot and Search checks.
Finally, the Eyes of the Spider make the wearer immune to all mind-affecting effects.
CL 11th; Craft Wondrous Item, Eyebite, Circle of Death, Prying Eyes; Price 212,000 gp.
 Fang Scarab
A fang-shaped crystal dangles from a loop of finely wrought silver chain in the center of this
spiderweb medallion. When the chain is used to wrap the fang scarab around a monstrous spider's
waist (the juncture of its cephalothorax and its abdomen), the creature can hear Lolth's dark
whispers in its subconscious. This gives it an instinctive knowledge of what the next moment will
bring, which manifests in a +1 insight bonus on attack rolls. (This ability does not function during
Lolth's Silence.)
Because the fang scarab is designed for spiders, it's not useful to most adventurers. A nonspider
can make a fang scarab function with a successful Use Magic Device check (DC 25), but doing so
also fuses it permanently to the user's neck, near the Adam's apple. Nothing short of the wearer's
death can then remove it.
Though the fang scarab grants its wearer the same attack bonus that it would to a spider, it also
initiates a metamorphosis that can change the wearer into a half-spider abomination over time.
When the scarab first attaches itself, the wearer’s canine teeth enlarge and coarse black hairs
appear on the back of his or her neck. No further changes occur until the character attains levels in
the Fang of Lolth prestige class.
CL 5th; Craft Wondrous Item, Divination; Price 3500 gp.
 Piwafwi, Lesser
This cloak of deep black color is indistinguishable from an ordinary cloak of the same color.
However, when worn with the hood drawn up around the head, it gives the wearer a +5
competence bonus on Hide checks.
Faint Illusion; CL 3rd; Craft Wondrous Item, Invisibility, creator must be drow; Price 2,500 gp;
Wt 1 lb.
 Piwafwi, Greater
As the Lesser Piwafwi, above, but it also confers resistance to fire 5, negating 5 points of fire
damage per round.
CL 5th; Craft Wondrous Item, Invisibility, Endure Elements, creator must be drow; Price 6100 gp;
Wt 1 lb.
 Hand of Kiaransalee's Glory
Very similar to the Hand of Glory described in the DMG, this item is a mummified drow hand
with a silver ring on each finger. As with the Hand of Glory, a magic ring placed on one of the
fingers (as a replacement for one of the silver rings) functions normally for the character who
wears the hand.
In addition, each of the five silver rings allows the wearer of the hand to use a specific spell effect.
Each ring can produce one of the following effects once per day: Deeper Darkness, See
Invisibility, Ray of Enfeeblement, Chill Touch, and Spectral Hand. If the wearer replaces one of
the five silver rings with another magic ring, he or she must sacrifice one of these spells in order to
replace it with the magic ring's power. If removed from the hand, the silver rings have no magical
power.
CL 9th; Craft Wondrous Item, Animate Dead, Chill Touch, Deeper Darkness, Ray of
Enfeeblement, See Invisibility, Spectral Hand; Price 19,000 gp; Wt 2 lbs.
 Drow House Insignia

&copy2005 Jenny Dolfen

This metal token is normally worn on a chain or in a pouch tied around the neck, occupying the
same space as a necklace. Each bears a symbol of a noble house from a particular drow city and
requires a secret command word to activate it. An insignia has a single minor magical ability that
can be used once per day, usually a 1st, 2nd, or 3rd level spell. Those belonging to powerful drow
often have multiple abilities of various power levels (making them more in tune with the 2E
version of House Insignia, which we use in our campaign, and rules for which are presented on
our accompanying message boards). Typical spells for a house insignia are Blur,Cat's
Grace, Cloak of Dark Power, Comprehend Languages, Feather Fall, Jump, Levitate,Read
Magic, Scatterspray, Shield, Spider Climb, Unseen Servant, and Water Breathing.
Each insignia is slightly different, even those from the same noble house, so a person aware of the
unique shape of a person's insignia can magically locate that person.
CL 5th; Craft Wondrous Item, appropriate spell (or spells); Price 360 gp (1st level ability), 2160
gp (2nd level ability), 5400 gp (3rd level ability).

 Rod of Tentacles
This disturbing looking rod looks as though it is made out of a coiled mass of tentacles. It is warm
and rubbery to the touch and wiggles slightly when held. If used in melee combat, the rod of
tentacles acts as a +1 heavy mace.
The rod of tentacles allows the wielder to cast Evard's Black Tentacles up to three times a day as if
cast by a 15th level wizard. Once per day, the rod can be turned into a bizarre creature that follows
the commands of the wielder. When hurled to the ground and a command word is spoken, the rod
turns into a mass of writhing, slimy tentacles. It remains in this form for a number of rounds equal
to the wielder's character level. The tentacle beast has the following statistics and abilities (click
the link for stats).
If the tentacle beast is killed, it immediately reverts back into the rod form and cannot be used for
a full 24 hours. If the tentacle beast is destroyed through use of a Disintegrate, Limited
Wish, Miracle, or Wish spell, the rod is completely destroyed.
CL 15th; Craft Rod, Animate Object, Evard's Black Tentacles; Price 86,000 gp; Cost 43,000 gp +
3440 xp.

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