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For other Elves, see Elf (disambiguation).

Ability Score Adjustments: Drow are extraordinarily dexterous and intelligent. They gain a bonus of +2 to Dexterity and a +1 to Intelligence. However, their personalities can be described as grating at best (although not usually to their faces), and they have the typical elf Constitution. Thus, they have a –2 penalty to Charisma and a –1 to their initial Constitution scores.

Table 6: Drow Ability Scores

Ability Minimum Maximum
Strength 3 18
Dexterity 8 20
Constitution 7 17
Intelligence 9 19
Wisdom 3 18
Charisma 6 16

Languages: Drow Elvish, Elvish, duergar, svirfneblin, deep dwarf, illithid, undercommon, sign language, kuo-toa, bugbear, orcish.

Infravision: 90 feet.

Special Advantages: Once per day, all drow can use the spells dancing lights, faerie fire, and darkness. They achieve this through force of will, rather than spell components. A 4th-level drow can cast levitate, know alignment, and detect magic once per day. In addition, drow priests can cast clairvoyance, detect lie, suggestion, and dispel magic once a day.

At the start, drow are 50% magic resistant, and every level they rise increases the resistance by 2% (to a maximum of 80%). Multiclassed drow use the higher level to determine this bonus.

In addition to their high magic resistance, drow also receive a +2 bonus on all saves involving magic. This includes those devices that emit magical effects or are powered by magic. This magic resistance does not hamper their ability to use magic themselves, however.

Special Disadvantages: The major disadvantage of the drow is their inability to see in bright light. Any light greater than that of torches or continual light spells (including bright sunlight) will blind them and severely affect their ability to fight. Wan light, like that of a light spell, does not trigger this disadvantage.

Bright light causes the drow to suffer, temporarily, –2 to Dexterity. Attack rolls are made at a –2 penalty, and opponents gain a +2 save against drow spells if they are within the light. When a drow is in darkness and his opponents are in the light, he retains his Dexterity and surprise advantages but still suffers a penalty on attack rolls.

If the drow spends more than two weeks away from the subterranean caverns of the Underdark, the special advantages fade at the rate of one power a day. This starts from the most innate spellcasting and works down to the least powerful. Thus, a drow priest would first lose dispel magic, followed by suggestion, clairvoyance, and detect lie. Drow magic resistance is lost at a rate of 10% per day. This process can be halted and the powers regained if the drow returns to the Underdark and spends one day there for each week spent aboveground.

Finally, all other elves hate the drow, and reactions to them are with at least a –4 penalty. This modifier is cumulative to any kits the drow player might be using. Only after a particular elf comes to accept a particular drow as a friend, does this penalty disappear.

Additional Experience Cost: 20%.

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