Drow (noble):
+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison Use: See Special Abilities, above.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Half Fiend:
CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any evil.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Special Attacks: A half-fiend gains the following.
Smite Good (Su): Once per day it can add extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
Table: Half Fiend Spell-like Abilities by Hit Die
Hit Dice Resist Cold, Acid, and Electricity
1–2 Darkness 3/day
3–4 Desecrate
5-6 Unholy blight
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Witch:
Cantrips
Hex (1st level Ward/2nd level Coven/3rd level Cauldron)
Witch's Familiar* ( black cat named Dark/ grants+3 stealth checks)