Sinister Tools: New Equipment from the Underdark

by Eric Cage (Dragon #298)

The drow have a well-deserved reputation as cold-blooded murderers, torturers, and sadists. They delight in seeing others in pain, including those of their own race. Because of this fascination with torment, the drow have become experts in creating items, poisons, drugs, and weapons that inflict excruciating pain, mind-blasting insanity, or both.

Like any other race, the drow take advantage of the resources available in their surroundings. Mushrooms, moss, algae, fungi, and the bizarre animal species found in the Underdark serve as the baseline for countless thousands of odd and dangerous items and poisons. Because of their close association with their sinister goddess, Lolth, drow also make extensive use of spiders and have cataloged a dizzying array of ways to take advantage of them.

Here are some specialized items that might be found in the hands of the drow. Players should remember that the concepts of mercy, fairness, and honor are as alien to the drow as the surface dwellers that invade their Underdark fortresses.

Alchemical Items

Although not normally known for their alchemical skills, some drow have created items of note. In almost all cases, these items make use of various ingredients found only in the blackness of the Underdark.

Alchemy Items
ItemCreation DCCost
Shriek Paste2050 gp
Flashstone2030 gp
Blackwater25100 gp

Shriek Paste: The shrieker, a common fungus found in the bowels of the Underdark, is sometimes cultivated by drow societies, creating a first line of defense against intrusion around their cities. In addition, drow alchemists harvest and render the fungus down to a base substance capable of reproducing the shrieker's howl.

Shriek paste is an oily, smelly substance with a slightly purplish color. When smeared on a surface, it retains its same consistency almost indefinitely. When the paste is exposed to a light source equivalent to torchlight or greater, it rapidly crystallizes. During this process, the paste makes a high pitched screeching noise, making it a useful signaling device. The shriek is loud and easy to hear (Listen DC -10, modified as usual for distance, solid barriers, and other environmental factors.) This sound lasts for round before the paste dries up entirely and is rendered inert.

Flashstone: Some houses of drow have not laid eyes on a surface dweller in many generations, so they have forgotten that not everyone can see perfectly well in the gloom of the Underdark. Other clans have had to deal with repeated incursions from above and have come up with several ways to deal with them.

The flashstone is a hard, shiny pellet that glistens in light and glows slightly under both normal vision and darkvision. It is the same size and shape as a sling bullet, and it is used in a sling as often as it is thrown. When a flashstone strikes a hard surface, it vaporizes instantly, releasing a blast of light (15 foot-diameter circle). Creatures caught in the blast must make Fortitude saves (DC 16) or be blinded for 1 round. Once the 1-round blindness has passed, the creature suffers a -2 penalty to Spot and Search checks for one hour while its eyes recover.

Some drow torturers enjoy using flashstones in conjunction with conventional techniques, conditioning the victim to equate bright light with pain.

Blackwater: The Underdark is filled with dozens of lakes, rivers, and even entire seas, which in turn are filled with numerous aquatic species that have never glimpsed the harsh light of the sun. Kuo-toas, rogue bands of sahuagin, lost tribes of sea elves, and other strange and exotic races swim the blackened waters. The drow despise any challenge to their rule below the earth and view these aquatic races as adversaries to be decimated.

Long ago, a small city of drow began to prosper along the banks of an immense underground lake. However, the lake also hosted a substantial kuo-toan settlement. Clashes between the drow and kuo-toas were common, with the kuo-toas raiding the fragile ships that the drow were using to cross the lake. The attacks became more bold when the kuo-toas realized that without crossing the lake, the drow were trapped - there were no other tunnels leading out of the city.

Salvation for the drow came in the form of a young alchemist who created a vile concoction, which he dubbed blackwater. When dumped into water, blackwater immediately eliminates the oxygen, suffocating most aquatic beings that are caught in its area. The drow "navy" commissioned the alchemist to create as much of the substance as possible. Barrel after barrel of blackwater was dumped into the lake, which had the desired effect of eliminating any kuo-toas that dared to venture close to the surface. Unfortunately, the poison also eliminated most of the fish, crustaceans, and other wildlife that the city was dependent on for food, For a few desperate months, the drow clung to survival while ships went to other cities and bartered for food.

For his efforts, the alchemist was murdered in his sleep to ensure that the knowledge of blackwater would not spread beyond the city. However, this plan failed, and soon other drow became aware of the potent concoction.

A single vial of blackwater rapidly affects a 10 foot by 10 foot cube of water. Any aquatic creature that breathes blackwater must make a Constitution check (DC 10) each round or begin to drown (see the Drowning Rule). The DC for this check increases by on each subsequent round. The creature can also try to "hold its breath" (as a creature going underwater would normally do), using the rules for Drowning. Blackwater affects creatures that can breathe underwater due to a spell or effect, such as water breathing, but has no effect on creatures that can only breathe air.

Poison

The Underdark is host to numerous species of plants, fungi, molds, and other sources of terrible poisons. The drow have identified several unique toxins that are derived from these spores, mushrooms, and animals.

The creation of poisons is an art taught to almost every drow. Being able to identify and use poisons is crucial in the murderous world of the drow, and one who does not learn poison's secrets is doomed to become a victim to them.

Poisons
PoisonTypeInitial DmgSecondary DmgCraft (Poison-making) DCCost
Chakar RootIngested DC 16Paralysis*2d6 Dex17750 gp
Ebon FungusInhaled DC 151 Cha2d6 Cha-500 gp
Dessicator PoisonContact DC 193d6 Con/(1d2 Con*)3d6 Con/(-)252,750 gp
*See poison description.

Chakar Root: Chakar is a strange and beautiful plant that produces fragrant blooms and emits a glow visible only to those using, darkvision. While the plant is admired for its unsettling beauty, the roots of the plant have proven the most prized part by drow assassins. Chakar root has a light, pleasant taste, and it is commonly mixed into the victim's food. When ingested, chakar causes a warm and pleasant sensation that runs throughout the entire body. However, if the victim fails her Fortitude save (DC 16), she becomes paralyzed. This paralysis lasts for 1d3 hours. The root continues to attack the body, and a minute after its initial ingestion, the victim must make a second save or suffer 2d6 points of Dexterity damage.

Ebon Fungus: Feared even by the drow, ebon fungus is commonly found near pools of water that are completely devoid of life. Animals that stumble into a patch of ebon fungus begin to become withdrawn, lethargic, and disinterested in the world around them. If left unattended, the animal soon dies from ennui, refusing to even seek food or water. Drow collect this substance and use it against enemies that they want to see humiliated and withered before being destroyed.

Ebon fungus attacks in two different ways. First, creatures that inhale the spores feel a loss of self-confidence and worth, eventually causing a spiraling depression. Second, the fungus spreads throughout the victim's body, covering his skin with a fuzzy black substance.

Slaves usually collect this substance, as few drow willingly expose themselves to the dangers of this fungus. It is then ground into a fine black powder.

Desiccator Poison: The result of a successful use of the dessicator - a gruesome torture device devised by the drow (see below) - is a viscous substance that contains the vital essence of a sentient being. By combining this essence with a mixture of monstrous spider toxin, drow alchemists have learned how to make extremely deadly poisons that target specific races. It requires a Craft (alchemy) check (DC 20) instead of the normal Craft (poisonmaking) skill check to create a single vial of desiccator poison. Failure indicates that the ingredients have been wasted, necessitating another use of the dessicator.

Dessicator poison is tailored for a specific race. It is a contact poison (DC 19) that causes 3d6 initial Constitution damage and 3d6 secondary Constitution damage if used against a member of the same race thai was used to make the desiccator poison (see the dessicator description below). If the poison comes into contact with a different race, it is not nearly as effective (1d2 initial Constitution damage, no secondary damage).

Drow assassins enjoy using this poison when stalking specific prey. Although expensive, drow delight in knowing that the pain and torment of one victim was used to cause the death of another.

Drugs

The drow have no compunctions about the use, transport, or sale of drugs. Some drow have even created financial empires based on the sale of rare, difficult to find drugs, catering to both surface dwellers and other drow. Drow commonly feed drugs to their slaves, lowering their willpower, improving their capacity for work, or turning them into drooling puppets that the drow can use for some twisted pleasure.

For more information on drugs, see drugs.

Fezrah ("Spiderblind")

Description: This pitch-black fungus has numerous fuzzy white spots and produces an odor that is repulsive to any sort of vermin, particularly spiders. When these spore-filled spots are harvested and ingested, the user produces a scent that vermin cannot stand.

Type: Ingested DC 9.

Initial Effect: None.

Secondary Effect: The user exudes a scent that is repulsive to vermin of any type (including monstrous). Vermin must make a Fortitude save (DC 11) to move within 5 feet of the user. If the user moves within 5 feet of vermin, those vermin must make a Fortitude save (DC 11) or back away at least 5 feet on their next action. This effect lasts for hour.

Price: 50 gp

Side Effects: The user becomes mildly paranoid, and his attitude toward other creatures can never improve past indifferent (see NPC Attitudes - page 128 DMG)).

Overdose: If more than a single dose is taken in a 24-hour period, fezrah acts as a poison - DC 11, initial and secondary damage 1d2 Strength.

Addiction: Low

Chiff

Description: This mineral is found in tiny deposits deep in the Underdark, commonly near iron and silver. It is a chalky white substance with a distinctly metallic tang when smelled. Chiff grants the user a sense of superiority and a desire to see blood spilled. The gladiator-slaves of the drow commonly use it as well as drow who know they will be going into battle.

Type: Inhaled DC 17.

Initial Effect: Chiff fills the user with a sense of invulnerability, confidence, and bloodlust. The user gains the ability to Rage (as the barbarian class ability) once during the duration of the drug (or to rage one additional time if the user already has the rage ability). The effects last for 1d3 hours.

Secondary Effect: Chiff is a potent stimulant, and the user gains a temporary +2 alchemical bonus to her Dexterity.

Price: 300 gp

Side Effects: When the secondary effect ends, the user is extremely lethargic and uncaring. The user suffers a -6 penalty to Dexterity and becomes fatigued.

Overdose: If more than one dose of chiff is taken in a 24-hour period, the user suffers 1d4 points of Wisdom damage and acts as if under the effect of a confusion spell for 2d4 minutes. Using it three or more times within a 24 hour period causes 2d4 points of Wisdom damage and the user is confused as the spell confusion for 2d4 hours.

Addiction: High.

Magic Items

Drow make extensive use of magic items of all kinds, and only the lowliest servants or warriors do not own at least one magic item. Listed here are some of the bizarre and dangerous magic items that the drow have created for their perverted goals.

Spider Masks

Found only in the possession of high ranking clerics of Lolth, these terrible masks grant great power, but they extract a terrible price upon the wearer. Once donned, the mask fuses itself to the wearer's face and cannot be removed short of use of a limited wish, wish, or miracle. Even if the mask is successfully removed in this manner, the person must make a Fortitude save (DC 25) or be instantly killed by the fury of Lolth. Seeing such a mask, most drow immediately treat the wearer with a great deal of respect. There are three known types of masks:

Brown Recluse: This dull brown mask completely covers the wearer's head, with only eight black eyes and two huge hairy fangs breaking the surface. The wearer gains the following abilities:

Phase Spider: This mask resembles that of a phase spider: white and blue, with eight silvery white eyes. The wearer gains the following abilities:

Black Widow: This mask is midnight-black, with the distinctive red hourglass shape of the black widow spider located on the forehead. Unlike the other masks listed here, the wearer's mouth is visible, although it looks like he possesses huge, spider-like fangs. Eight small spider eyes are scattered evenly on the mask's surface. The wearer gains the following abilities:

Caster Level: 15th; Prerequisites: Craft Wondrous Item, jump, poison (brown recluse); Craft Wondrous Item, ethereal jaunt, poison (phase spider); Craft Wondrous Item, cause fear, poison (black widow); Market Price: 37,840 gp (brown recluse). 115,440 gp (phase spider), 56,150 gp (black widow); Cost to Create: 18,920 gp + 1,513 XP (brown recluse), 57,720 gp + 6,217 XP (phase spider), 28,075 gp + 2,246 XP (black widow); Weight: - .

Desiccator

First created by the drow of House Relyerrin, the desiccator has since been duplicated by other drow necromancers. It is an item that mixes torture, necromancy, and alchemy into one terrible whole.

The desiccator is a large iron table, and it quite obviously looks like a torture device. There are four solid iron bands where the victim's arms and legs can be restrained (break DC 30, Escape Artist DC 35). The bands are flexible, and the table can hold any creature of size Tiny to size Large. After a creature has been restrained for a full round, the desiccator begins emitting hypnotic waves to pacify the victim. Victims must make a Will save (DC 23) each round or be affected by a dominate monster effect. Once affected by the dominate monster ability, the victim ceases to struggle.

Starting on the second round, the desiccator begins to suck out the life force and vital fluids of the victim. Every to minutes, the victim must make a Will save (DC 15~) or suffer 1 point each of Constitution and Charisma drain. The victim begins to shrivel and dry out during the process, and the bands automatically tighten to prevent him from sliding free from the restraints.

The victim's essence is collected through a series of tubes and vials, which is then used to create a noxious toxin called desiccator poison. This poison is dangerous to most creatures, but it is especially effective against the same race that the essence was derived from. The victim must be drained to death to produce enough useful essence. See desiccator poison above.

Creatures that are immune to poison are immune to dessicator poison, but they can still be affected by the dessicator's draining effects unless they are somehow immune to Charisma and Constitution damage.

Caster Level: 17th; Prerequisites: Craft Wondrous Item, dominate monster, horrid wilting; Market Price: 314,000 gp; Cost to Create: 153,000 gp + 12,240 XP; Weight: 200 lbs.

Z'henra's Tools

Z'henra was a drow torturer whose skill reached legendary proportions. She specialized in the extraction of information from mind flayers, considering them the most challenging of races to break. Over time, she created a series of magical implements of torture to help her crack through the most difficult wills.

The kit contains hooks, scalpels, barbs, razor-sharp tongs, and other sinister looking items, all of which are made of polished silver. The tools have an unusual activation: They must be placed one by one in front of the victim who has to be able to see them. After all of the tools have been placed, the torturer is then free to pick them up and use them on the victim. Z'henra's tools grant a +10 profane bonus to Intimidate checks during the course of the torture session. Once per day, the tools can generate a zone of truth as if cast by a 12th-level cleric. Curiously, this ability can only be activated after one full hour of torture with the tools has been performed. Sages speculate that Z'henra built in this safeguard in case the subject proved too difficult to break through conventional methods, and they remain convinced that the ability was rarely used.

Caster Level: 12th; Prerequisites: Craft Wondrous Item, zone of truth; Market Price: 8,640 gp; Cost to Create: 4,320 gp + 346 XP; Market Price: 8,640 gp.

Magic Weapons And Armor

The drow are well known for their use of crossbows (especially hand crossbows) as well as light and fast weapons. They also enjoy causing pain, and some drow forgo weapons that kill immediately for ones that draw out the agony of their opponents.

Bolt of Discord

Delighting in sowing chaos among their enemies, the drow have created weapons that disrupt and confuse, thereby prolonging the conflict. A bolt of discord is a +1 crossbow bolt covered in bizarre sigils that seem to move on their own accord. Upon impact, the bolt releases a confusion spell with a 15-foot radius, as if cast by a 13th-level wizard (Will save DC 16 to resist). In addition, if a creature is directly struck by the bolt of discord, it is affected by an insanity spell as if cast by a 13th-level wizard (Will save DC 20 to resist).

Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, confusion, insanity; Market Price: 3250 gp; Cost to Create: 1625 gp + 130 XP; Weight: - .

Lash of Torment

This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger. (Whip daggers are exotic weapons. They cost 25 gp, deal 1d6 points of slashing damage, score a critical on a 19-20, and weigh 3 pounds. They are identical to whips in all other respects.) It is usually found in the possession of drow slavers or torturers. In the hands of a nondrow, the lash of torment acts merely as a +1 whip dagger. In addition, every time that the non-drow wielder misses, the lash of torment curls back and strikes the wielder. This curse has been placed on the weapon to prevent slaves from taking it up against their masters. Some drow slavers leave the lash of torment in a place where a slave can find it, watching with delight as the slave suffers the consequences of a missed strike.

In the hands of a drow, the lash of torment functions as a +3 wounding whip dagger. On a critical hit, the lash of torment also causes tremendous pain. The victim suffers wracking pains, resulting in a -2 penalty to Dexterity and a -4 penalty to all attack rolls, skill checks, and ability checks. A Fortitude save (DC 18) negates this effect. Both effects last 1d10 minutes, and any additional hits from a lash of torment during this time have no further effect on the victim beyond the normal damage inflicted.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Mordenkainen's sword, symbol, Market Price: 98,325; Cost to Create: 49,162 + 3,933 XP.

Rod of Tentacles

This disturbing looking rod looks as though it is made out of a coiled mass of tentacles. It is warm and rubbery to the touch and wiggles slightly when held. If used in melee combat, the rod of tentacles acts as a ÷i heavy mace.

The rod of tentacles allows the wielder to cast Evard's black tentacles up to three times a day as if cast by a 15th-level wizard. Once per day, the rod can be turned into a bizarre creature that follows the commands of the wielder. When hurled to the ground and a command word is spoken, the rod turns into a mass of writhing, slimy tentacles. It remains in this form for a number of rounds equal to the wielder's total class level. It has the following statistics and abilities:

Tentacle Beast: CR - ; Large construct; HD 8d10; hp 44; Init +2; Spd 20 ft., climb 20 ft.; AC 18 (touch 11, flatfooted 16); Atk +10 melee (1d6+5, 8 tentacle rakes); Face/reach: 10 ft. by 10 ft./10 ft.; SA Constrict; improved grab; SQ Construct traits, damage reduction to/+t; AL N; SV Fort +2, Ref +4, Will +3; Str 20, Dex 15, Con - , Int - , Wis 12, Cha 3.

Constrict (Ex): A tentacle beast deals 2d8+5 points of damage with a successful grapple check against Mediumsize or smaller creatures.

Improved Grab (Ex): To use this ability, the tentacle beast must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict.

Construct Traits: Immune to mind-influencing effects (charms, compulsions phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects; cannot heal damage; not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain; not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected; darkvision 60 ft.

If the tentacle beast is killed, it immediately reverts back into the rod form and cannot be used for a full 24 hours. If the tentacle beast is destroyed through use of a disintegrate, limited wish, miracle, or wish spell, the rod is completely destroyed.

Caster Level: 15th; Prerequisites: Craft Rod, animate object, Evard's black tentacles; Market Price: 86,000 gp; Cost to Create: 43,000 gp + 3440 XP; Weight: 12 lbs.

Non-Magic Weapons and Armor

Drow rely on slaves to produce most of their weapons and armor, but a few inventive drow perfect weapons too valuable to leave in the hands of slaves or simple laborers. These weapons and armor, like all secrets of the drow, rarely make their way into the hands of other races, but some have seen enough regular use to be recognizable by most experienced adventurers.

Shatter Bolt

This beautiful crossbow bolt is crafted entirely from a specialized form of glass. It has a long tip that is more slender than the rest of the shaft. Upon striking a target, it shatters into razor sharp slivers that cause tremendous amounts of pain, increasing the critical increment to 18-20/x3. Shatter bolts are available for both normal sized (light and heavy) crossbows and hand crossbows.

Shatter bolts are extremely delicate, however, and they are easily destroyed by intense jostling, such as what occurs in melee combat. Any time that a person holding shatter bolts (held, in a crossbow or in a quiver) is grappled, tripped, or takes to or more points of damage from a single strike, there is a 50% chance that all the shatter bolts will break and be destroyed. A shatter spell automatically destroys any shatter bolts that are caught in its area of effect. Unlike normal bolts, shatter bolts are always destroyed if they miss their target. Because of this, most wielders of shatter bolts try to stay out of melee.

Because of their extremely fragile structure, shatter bolts cannot be the target of the following spells: magic weapon, keen edge, and greater magic weapon. Market Price: 75 gp each; Weight: lb. (10 bolts).

Silk Armor

Crafted by highly trained artisans who weave this armor from the silk of monstrous spiders, silk armor is a highly prized form of protection favored by drow who want to look good without weighing themselves down. Silk armor looks more like a medium-weight jerkin than regular armor, but is incredibly tough and resilient.

Silk armor is light armor. This armor provides a +3 armor bonus and has a +8 maximum Dexterity bonus. The armor has an arcane spell failure chance of 5% and a -1 armor check penalty. Silk armor is naturally accepting of enhancements. Although the enhancement's cost is unaffected, the time it takes to add the enhancement to the armor is reduced by half. In addition, non-masterwork silk armor can be enhanced with magic.

Market Price: 5,000 gp; Weight: 15 lbs.


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