Drow Negotiator

Family: Drow

Medium humanoid (drow), any

Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8); Wound Threshold 11
Speed 30 ft.

10 (+0) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 17 (+3)

Saving Throws Int +4, Cha +5
Skills Deception +5, History +4, Insight* +4, Intimidation +5, Perception +2, Persuasion* +7
Tools any one musical instrument and any two types of tools
Senses darkvision 120 ft., passive Perception 12
Languages Drow, Elvish, Undercommon and any four languages
Challenge 3 (700 XP)


  • Fey Ancestry. The drow negotiator has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow negotiator’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
    • At will: message
    • 1/day each: alter self, charm person (for 24 hours), disguise self
  • Succubus Perfume. The drow negotiator wears a succubus perfume amulet.
  • Sunlight Sensitivity. While in sunlight, the drow negotiator has disadvantage on attack rolls, as well as on Wisdom (Perception, Survival) checks that rely on sight.


  • Multiattack. The drow negotiator makes two melee attacks.
  • Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


  • Parry. The drow negotiator adds +2 to its AC against one melee attack that would hit it. To do so, the drow negotiator must see the attacker and be wielding a melee weapon.


Negotiators can undertake all manner of diplomatic or espionage operations in the field, from prestigious noble courts to isolated, backwater settlements. As experienced duelists, spinning blades and words with skill, they are well equipped to defend themselves with both weapon and wit. They can act independently or coordinate an expedition, but they are also appreciated as distinguished bodyguards.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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