Sanctum Defenders (still subject to corrections)
Recreation part:
The whole stat-block looks a bit blown up, as I have put in various additional information. The equipment has been changed and adapted to the location (space), as have feats and spells. A "check all the important parts" - list appears at the end, the two above are for reference. Delete as appropriate.
As these characters have reached 15th level - which requires and deserves better than average scores - they were created using the 32-point-buy method. Equipment was adjusted according to the NPC (ECL 17) gear value table.
Fighter 2 / Hexblade 12 / Blackguard 1
CR 16; Medium-size Humanoid (Drow); HD 15d10+15; HP 127 (= 75% of maximum); Init +7 (+3 Dex, +4 feat); Spd 30 ft.; AC 23 / 25 (+3 Dex, +1 natural, +9 armor / +2 feat) (Touch 13/15, flat-footed 20 ); Atk/Grapple +15/+18; Atk (full) +22/+17/+12 melee (1d8+7/17-20/x2, magical longsword) or +20/+15/+10 melee (1d8+6/17-20/x2, magical longsword) and +20/+15 melee (1d8+5/19-20/x2 plus spell, magical longsword) or +18 ranged (bead of force) or +18 ranged touch (by spell);
SA Greater Hexblade's Curse (3x/day, free action, -4 penalty, Will DC 19), spells and spell-like abilities.
SQ Arcane Resistance, Aura of Evil, Aura of Unluck, Damage reduction 1/-, Drow racial traits, <span style='color:Gray'>Familiar</span>, Mettle, Poison Use, SR 26;
AL NE;
SV Fort +12 (15)*, Ref +9 (12)*, Will +11 (14)* (+13 (16)* Drow bonus) - *Arcane Resistance
Str 16, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Skills: Bluff +13 (10+3), Climb +4 (2+3-1), Concentration +12 (11+1), Craft +3 (1+2), Diplomacy +11 (8+3), Handle Animal +5 (2+3), Heal +3 (1+2), Hide +9 (7+3-1), Intimidate +14 (11+3), Jump +3 (1+3-1), Knowledge (Arcana) +3 (1+2), Knowledge (Religion) +5 (3+2), Listen +3 (2+1), Move Silently +2 (+3-1), Profession +4 (2+2), Ride +5 (2+3), Search +4 (2+2), Spellcraft +8 (6+2), Spot +3 (2+1), Swim +4 (1+3);
Languages: Elven (Drow), Common, Undercommon - Drow Sign Language, one open.
Feats (6 + 4) - Cleave, Combat Casting, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Oversized Two Weapon Fighting(CAdv), Power Attack, Spell Penetration, Twin Sword Style, Two-Weapon Fighting;
Spell-Like Abilities: 1/day - Dancing Lights, Darkness, Detect Good, Faerie Fire. CL 15; save DC 13 + spell level.
Arcane (Hexblade) Spells (as you please): (2/2/2); CL: 6; Base DC = 13 + spell level: 1st ; 2nd ; 3rd..
Sample spells known: Female Drow -> (4/4/3) 1 - entropic shield, protection from good, expeditious retreat, tasha's hideous laughter; 2 - Bull's Strength, Glitterdust, Invisibility, Resist Energy; 3 - Confusion, Poison, Vampiric Touch.
Male Drow -> 1 - Alarm, Detect Magic, entropic shield, protection from good; 2 - Blindness/Deafness, Eagle's Splendor, False Life, Invisibility; 3 - poison, slow, wind wall.
Divine (Blackguard) Spells : (1); base DC 11 + spell level. 1st corrupt weapon.
Gear (GP 100,000): +3 adamantine drowcraft chainshirts (21k), +2 keen drowcraft longswords (32k), +2 drowcraft longswords of spellstoring (32k), Amulets of Natural Armor +1 (2k), Beads of Force (3k), Cloak of Resistance +2 (4k), Potions: bear's endurance (0,3), blur (0,3) bull's strength (0,3), cure serious wounds (0,75), displacement (0,75), eagle's splendor (0,3), haste (0,75), heroism (0,75), shield of faith +4 (0,6k), (= 96,000) - maybe some poison for the swords?
Powered up:
The sanctum defenders are assumed to have been warned by the temple or other means about the attackers' numbers and time of appearance. They cast the spells or drank the potions in a sequence that gives them the longest possible effects (so e.g. potion of displacement comes last). The spells of their off-hand weapons have been cast by Irae herself (see her revised stat-block later). It is assumed that these drow always act under the influence of faerzress regarding weapon and armor bonuses.
As compared to the original defenders, these two lack the offensive potential of the death spears, but have more attacks per round, greatly increased save scores and speed, gain Hexblade abilities and features, a fair selection of spells, and the ability to cast free action Hexblade Curses with a good chance of success. The block still includes extended explanations of the AC, saves, skills and all, just as reference for the DM. If you use these sanctum defenders, simply delete the unnecessary stuff.
Fighter 2 / Hexblade 12 / Blackguard 1
CR 16; Medium-size Humanoid (Drow); HD 15d10+45; HP 157 (= 75% of maximum); Init +7 (+3 Dex, +4 feat); Spd 60 ft.; AC 28 / 30 (+3 Dex, +1 natural, +9 armor, +4 deflection, +1 dodge / +2 feat) (Touch 18/20, flat-footed 24) - 20% / 50% miss chance; Atk/Grapple +15/+20; Atk (full) +27/+27/+22/+17 melee (1d8+9/17-20/x2, magical longsword, automatic critical) or +25/+25/+20/+15 melee (1d8+9/17-20/x2, magical longsword, automatic critical) and +25/+20 melee (1d8+6/19-20/x2 plus spell (Vampiric Touch 7d6 or Bestow Curse (Will DC 18, -6 Con)) magical longsword) or +23 melee touch (spell) or +18 ranged (bead of force) or +18 ranged touch (by spell);
SA Greater Hexblade's Curse (3x/day, free action, -4 penalty, Will DC 21), spells and spell-like abilities (SLA).
SQ Arcane Resistance (+5 on all saves vs. spells and SLA), Aura of Evil, Aura of Unluck (20% miss chance), Blur (20% miss chance), Damage reduction 1/-, Displacement (50% miss chance), Drow racial traits, <span style='color:Gray'>Familiar</span>, Mettle (no damage on successful Fort/partial and Will/half saves), Poison Use, Protection from Good (Immunities to charm et al), Fire Resistance 10, SR 26;
AL NE;
SV Fort +16 (21)*, Ref +12 (17)*, Will +13 (18 )* (+15 (20)* Drow bonus) - *Arcane Resistance
Str 20, Dex 16, Con 16, Int 14, Wis 12, Cha 20
Skills: Bluff +15 (10+5), Climb +6 (2+5-1), Concentration +14 (11+3), Craft +3 (1+2), Diplomacy +13 (8+5), Handle Animal +7 (2+5), Heal +3 (1+2), Hide +9 (7+3-1), Intimidate +16 (11+5), Jump +5 (1+5-1), Knowledge (Arcana) +3 (1+2), Knowledge (Religion) +5 (3+2), Listen +3 (2+1), Move Silently +2 (+3-1), Profession +4 (2+2), Ride +5 (2+3), Search +4 (2+2), Spellcraft +8 (6+2), Spot +3 (2+1), Swim +6 (1+5);
Languages: Elven (Drow), Common, Undercommon - Drow Sign Language, one open.
Feats (6 + 4) - Cleave, Combat Casting, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Oversized Two Weapon Fighting (CAdv), Power Attack, Spell Penetration, Twin Sword Style, Two-Weapon Fighting;
Spell-Like Abilities: 1/day - Dancing Lights, Darkness, Detect Good, Faerie Fire . CL 15; save DC 15 + spell level.
Arcane (Hexblade) Spells (Male): (2/2/2); CL: 6; Base DC = 15 + spell level: 1st entropic shield*, protection from good*; 2nd Invisibility, Resist Energy (Fire)*; 3rd Poison (Fort DC 18 ), Wind Wall.
Arcane (Hexblade) Spells (Female): (2/2/2); CL: 6; Base DC = 15 + spell level: 0 - ; 1st entropic shield*, protection from good*; 2nd Invisibility, Resist Energy (Fire)*; 3rd Confusion (Will DC 18 ), Vampiric Touch (3d6).
Divine (Blackguard) Spells : (1); base DC 11 + spell level. 1st corrupt weapon*.
*marks cast spells. (Check Protection from Good spell regarding duration and whether opponents are relevant, e.g., AC bonus outlasts shield of faith's by 5 mins.)
Here's a low-down of the two characters: (stuff to keep in mind)
General features: (at the beginning of the fight)
HD 15; HP 157 (plus Vampiric Touch); SP 60 ft.
Defense:
AC 28 / 30 (Touch 18/20, Flat 24); Damage Reduction 1 / - (armor)
Miss chances: 20% vs. all attacks for 8 rds, free action, Aura of Unluck; 20% all 2 mins Blur; 20% ranged 6 mins Entropic Shield, 50 % all Displacement 3 rds;
Immunities: Sleep (race), Enchantments (Protection from Good 6 mins)
Resistance: Fire 10 (60 mins)
Saves:
Fort 16 (21 vs. spells and spell-like abilities) - mettle (see stat-block)
Ref 12 (17)
Will 13 / 18 (Drow) (15 / 20) - mettle
Spell Resistance 26
Skills:
Bluff (for feint) +15
Concentration (casting) +14 (excluding +4 from Combat Casting)
Feats: (they will go for all out attack, maybe trying to sunder an annoying rogue's daggers (etc.) first)
Improved Sunder (+4 on all attacks against weapons etc.)
Cleave (if opportunity arises)
Power Attack (only if they note an AC weakness with the opponent)
Offensive:
Ranged: (given the lack of space, only minimal options)
+18 bead of force (vs. any heavily armored or robed opponents, the latter maybe "covered" in darkness to obscure any spellcasting afterwards)
+18 spell (no damage spell chosen so far, but confusion comes in handy)
spells - drow spell-like abilities to thwart rogues and other hiding/invisible folk
Hexblade's Curse - once per round on any non-affected target
Melee:
Single hand (plus spell (?) or feint)
+27/+27/+22/+17 melee (1d8+9/17-20/x2, magical longsword, automatic critical due to spell)
Two Weapon Fighting (adds AC bonus vs. one opponent, off-hand sword can cast free action spell once)
+25/+25/+20/+15 melee (1d8+9/17-20/x2, magical longsword, automatic critical due to spell)
+25/+20 melee (1d8+6/19-20/x2 plus spell (Vampiric Touch 7d6 or Bestow Curse (Will DC 18, -6 Con)) magical longsword)
(Given time, the two may cast another spell into the blades, poison and vampiric touch (Hexblade version, 3d6) respectively.)
Spells: (not that great a selection on offer though*)
+27 melee touch for poison or vampiric touch
*Then again, Irae may have a spell imbued into one of the characters.[/quote]
A possible tactic may be to stay invisible (or take 20 on hide) till the opponents arrive, then cast faerie fire and confusion on the whole of them, before getting into melee. In any case, the defenders should be ready ("actioned") for them, most likely gaining the first initiative.