Elf, Drow (Arcane Guard) (CR 8)
Alignment: Neutral evil
Initiative: +3(Dex); Senses: darkvision 120 ft., Listen +6, and Spot +7
Languages: Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon
AC: 18 (+3 Dex, +4 armor, + 1 deflection), touch 14, flat-footed 15
Hit Dice: 7d8+4 (35 hp)
Fort +5, Ref +4, Will +4 (+6 against spells and splell-like abilities)
Speed: 30 ft.
Space: 5 ft./5 ft. (10 ft. with spiked chain)
Base Attack +4; Grapple +5
Attack: +1 spiked chain +9 melee (2d4+2) or mwk hand crossbow +8 ranged (1d4/19-20 plus poison)
Attack Options: poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4 hours)
Abilities: Str 13, Dex 16, Con 12, Int 17, Wis 10, Cha 10
Special Qualities: able to notice secret or concealed doors
Weakness: light blindness
Feats: Dodge, Empower Spell, Exotic Weapon Proficiency (spiked chain), Improved Initiative, Scribe Scroll, Weapon Finesse, Weapon Focus (spiked chain),
Skills: Climb +6, Concentration +10, Intimidate +4, Jump +6, Listen +6, Search +5, Spellcraft +11, and Spot +7
Advancement: by character class
Climate/Terrain: any land or underground
Organization: solitary or group
Treasure/Possessions: combat gear (3 doses of drow poison, wand of magic missile (CL 5th, 25 charges), potion of bear's endurance, potion of cure serious wounds, potion of haste) plus mithral shirt, +7 spiked chain, masterwork hand crossbow with 20 bolts, ring of protection +7, 12 gp.
Monster Manual IV
Male drow fighter 2/wizard 5
Wizard Spells Prepared (CL 5th; 10% arcane spell failure chance): 3rd - fly, empowered burning hands (DC 14)
2nd - scorching ray (+7 ranged touch), invisibility, see invisibility
1st - magic missile, ray of enfeeblement (+7 ranged touch), shield, true strike
0 - detect magic, ghost sound (DC 13), touch of fatigue (+5 melee touch, DC 13), resistance
Spell-Like Abilities (CL 7th): 1/day - dancing lights, darkness, faerie fire.
Spellbook: spells prepared plus 0 - all; 1st - alarm, animate rope, identify, silent image; 2nd - spider climb, web; 3rd - vampiric touch
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a -1 circumstance penalty on attack rolls, saves, and checks while operating in bright light.