Is a Drow Druid possible?

Matafuego

Explorer
Hello everybody!

I'm DMing a long running Campaign and there have been a series of adventures featuring Lolth worshippers (not just drows).
Now the players (after eight years, finally at epic levels) are gonna measure themselves against a fairly large Temple of Lolth and several priestesses.
I've already statted many of them out, since I want them to be DIFFERENT from each other, but still Lolth worshipping divine beings.

I have a full Cleric (the current Matrone), a Cleric Wizard, a Cleric Rogue (Thievish one), an Undead one (nasty necromancer Lich with that mighty Zin Carla spell) and a Cleric devoted to melee fighting.
I want them to represent Lolth's different powers and interests and the Chaos she promotes.

I'm still missing a couple of them and I was thinking...

(Sorry for the long introduction)

Is a Lolth Worshipping Neutral Evil Druid possible?
Or maybe Chaotic Neutral?
Maybe focussing on spiders and dridders.
I never heard anything like it but it doesn't seem that far-fetched.

What do you think?
And btw... do you have any other ideas to help me finish this cleric display?

Thanks in advance!

Lucas
 

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Sounds fine to me. I could see a DM saying no lolth clergy druids or that they are fine with evil spider focus druid clergy.
 


I dont see why not
There are fungi, animals, strange growths down in the caverns or Underdark or what ever. Why not groves of stunted bonsai like trees, fungal forests, Mold Men assistants...i could run with this idea big time....
 

tadk said:
I dont see why not
There are fungi, animals, strange growths down in the caverns or Underdark or what ever. Why not groves of stunted bonsai like trees, fungal forests, Mold Men assistants...i could run with this idea big time....
What he said.
 

Go for it. I've used vermin oriented druids as bad guys myself, and not a single player reacted to my slight rule-bending.

Matafuego said:
And btw... do you have any other ideas to help me finish this cleric display?

You said you wanted focus on Lotlh's chaotic aspect, so I'd go for something a bit bizarre for the last cleric or two. Why not have a straight up cleric devoted to chaos and destruction? Possibly a slightly mad one, that even the other Lolth clerics are a bit unsure about. ("Is she a prophet of Chaos, or just a raving lunatic..?") ;)

Give her some powerful, but slightly odd, magic item. A staff of destruction perhaps (Disintegrate, etc.) Maybe even a weird artefact. This could be your big chance at using that nasty Sphere of Annihilation... :]

Or why not an utterly sadistic cleric devoted to inflicting pain? Dual-wielding whips, or something bizarre like that. :p

Edit: ...and a masochistic cohort on a leash! :p :p :p
 
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I see no reason why a drow druid wouldn't be possible.

A good reference for such a concept might be the 2e Complete Druid's Handbook. That's got a section about cave druids, which could serve as good reference for role-playing.
 

In Dragon 345 (the July 2006 issue) I had a Class Act that contained underdark animals that would work great for a drow animal companion. Dragon decided not to publish one of the creatures I submitted, so hopefully they won't mind me posting it here for your use. It's a wolf-like pack-hunting jumping spider.

Z’harudorbb
Z’harundorbb are thick-bodied hunting spiders with an animal cunning like that seen in wolves and hyenas. Z’harundorbb are capable of incredible jumps, and often will jump and overrun fleeing foes, giving the rest of the pack a chance to catch up.

Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 50 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +3 melee (1d6 plus poison)
Full Attack: Bite +3 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Knockdown, poison
Special Qualities: Animal cunning, darkvision 60 ft., resistance to poison, tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 11, Cha 6
Skills: Climb +11*, Hide +3, Jump +23*, Move Silently +3
Feats: Skill Focus (Jump) B, Weapon Finesse
Environment: Underground
Organization: Solitary, pair, or pack (4–8)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4–6 HD (Large)

Combat
Animal Cunning: Though a vermin, a z’harundorbb has an Intelligence score. It can be trained and affected by mind-affecting magic as if it were either an animal.

Knockdown (Ex): Z’harundorbb often attempt to overrun fleeing creatures, jumping as part of a charge. As long as the z’harundorbb has enough space to jump at least 4 feet vertically, it gains a +4 bonus to its overrun check, it does not incur an attack of opportunity for entering its target’s space, and its target cannot choose to avoid it.

Poison (Ex): Injury, Fortitude DC 12, initial damage none, secondary damage unconsciousness for 1 minute. The save DC is Constitution-based. A z’harundorbb only generates enough poison to deliver once per eight hours. It can choose not to inject its poison on a successful bite.

Skills: A z’harundorbb has a +10 racial bonus on Jump checks. It uses its Dexterity modifier for Climb checks.
 



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