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Half-Draegloth (Template)
Copyright © 2001 Sean K Reynolds. All rights reserved.
(Kudos to James Wyatt for statting out the draegloth monster in the first place.)
Art by Tom Martin --

Half-draegloths are the misbegotten crossbreeds between a dark elf and a draegloth. They serve as captains of a drow house's armies, or may wander alone in the Underdark as loners.
     Draegloths are half-drow, half-demon creatures conceived as part of the graduation rites for a new priestess of Lolth. These drow half-fiends (described in Monster Compendium: Monsters of Faerûn) are seen as a sign of Lolth's favor for the house that bore them, and they are raised for battle against the house's enemies. Some drow females lie with a draegloth in the hopes of acquiring the favor of the Dark Queen; the issue of these unions is held in similar (but lesser) esteem as full draegloths. Half-draegloths are always male.
     A half-draegloth is usually six to seven feet tall, which means they tower over normal drow. With bristly white hair on its head and an unusual amount of body hair (especially for an elf) it has a very wild appearance, and its face has a feral cast and sharp fangs, marking it as something more sinister than a true drow. Like his monstrous father, a half-draegloth has four arms, although the smaller arms are practically vestigial and cannot be used for anything. Their legs are jointed like a dog's rear legs.
    A half-draegloth speaks Undercommon.

Creating a Half-Draegloth
"Half-draegloth" is a template that can be added to any drow (referred to hereafter as the "base creature"). Theoretically a half-draegloth might fail Lolth in some way and be made into a drider, which would mean the template could be added to a drider as well. The creature's type changes to "outsider." It uses all of the base creature's statistics and special abilities except as noted here.

Speed: As the base creature.
AC: Natural armor improves by +2.
Attacks: Same as the base creature, plus it gains a pair of claw attacks for 1d6 hit points.
Special Attacks: A half-draegloth retains all of the special attacks of the base creature and also gains the following attacks:
    Spell-Like Abilities (Sp): A half-draegloth can cast darkness and unholy blight once per day as a spell-like ability with a caster level equal to its character level (DC 10 + 1/2 hit dice + Charisma modifier). These spell-like abilities are in addition to the base creature's spell-like abilities.
Special Qualities: A half-draegloth retains all of the special qualities of the base creature and also gain the following:
    Drow Blood (Ex): For all special abilities and effects, a half-draegloth is considered a drow. For example, they may use special drow magic items, bypass wards tuned to ignore drow, and so on.
    Resistances: Half-draegloths have acid, cold, electricity, and fire resistance 5, and gain a +4 bonus to saves against poison.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Strength +2, Dex +2, Con +2.
Climate/Terrain: Any land and underground
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1 [[Compare to a fiendish drow: similar resistances, no smite, but favorable ability score modifiers.]
Effective Character Level Modifier: +1. [[Compare to aasimar. This is on top of the +2 for being a drow.]]
Treasure: Same as the base creature.
Alignment: Usually chaotic evil
Advancement: Same as the base creature.

Sample Half-Draegloth
This example uses Istorvir, the drow ftr6 I posted in the Drow of the Week a long time ago, as the base creature. (His gear has been adjusted to reflect his new ECL with the template.)

Istorvoth, half-drow half-draegloth
Medium-Size Outsider
Hit Dice: 6d10+18 (51 hp)
Initiative: +4 (Dex)
Speed: 20 ft.
AC: 23 (+2 Dex, +7 magic chainmail, +2 large shield, +2 natural)
Attacks: +1 longsword +10/+5 melee; or claws +8 melee; or masterwork light crossbow +11 ranged
Damage: +1 longsword 1d8+5; or claws 1d6+2; or masterwork light crossbow 1d8 plus sleep poison
Face/Reach: 5 ft. by 5ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Drow traits, drow blood, resistances (acid, cold, electricity, fire 5, +4 vs. poison)
Saves: Fort +8, Reflex +6, Will +2.
Abilities: Str 15, Dex 18, Con 16, Int 14, Wis 10, Cha 10.
Skills: Balance +1, Climb +5, Handle Animal +2, Jump +3, Listen +2, Move Silently +1, Ride (riding lizard) +7, Search +4, Sense Motive +2, Spot +12, Swim +4
Feats: Combat Reflexes, Expertise, Improved Disarm, Point Blank Shot, Stealthy, Weapon Focus (longsword), Weapon Specialization (longsword)

    Drow Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day--dancing lights, darkness, and faerie fire as though cast by a sor6); light blindness (blinded for 1 round by abrupt exposure to bright light, -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
    Spell-Like Abilities (Sp): 1/day--darkness and unholy blight as a sor6 (DC 13).
    Items Carried: +1 longsword, +2 chain mail, masterwork large shield, masterwork light crossbow, 6 doses drow sleep poison, eyes of the eagle, potion of cure moderate wounds x2, potion of bull's strength, 45 gp.
    Mount: riding lizard (30 hp)
    Challenge Rating: 7
    ECL: 9.
Alignment: Chaotic evil.