Drow
male 16th-level Ranger
ARMOR CLASS: -8
MOVE: 12
HIT POINTS: 92
THAC0: 5
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1d8+7 (x3), 1d8+5 (x2)
MAGIC RESISTANCE: 82%; +2 on saves vs. magic
ALIGNMENT: Chaotic good
STR 13, INT 17, WIS 17, DEX 20, CON 15,
CHA 14
Spell-like Abilities:
dancing lights, faerie fire, darkness, levitate, know
alignment, and detect magic each once per day.
Priest Spells (3/3/3):
Drizzt is a follower of Mielikki. Spells that he prefers or most often finds
it necessary to carry include:
1st - Animal Friendship, Entangle, Pass
Without Trace;
2nd - Charm Person or Mammal, Speak with
Animals, Warp Wood;
3rd - Hold Animals, Snare, Spike Growth.
Weapons
of Proficiency: Scimitars; Long Sword; Short Sword; Dagger; Short Bow,
flight arrow; 3 open slots.
Nonweapon Proficiencies:
Direction Sense, Light-Fighting (opposite of Blind-fighting),
Languages: modern (undercommon), Rope Use, Running, Survival (underdark, and
northern wilderness), Tracking. (6 open)
Ranger/Thief
Abilities: Move Silently 99%, Hide In Shadows 99%, Detect Noise 60%,
Climb Walls 99%.
Magical Items:
Mithril chain mail +4 ( a gift from Breunor ); a Frostbrand +3 Scimitar named
Icingdeath (+6 vs fire using/dwelling creatures - found in the lair of the white
dragon Icingdeath, which makes Drizzt immune to all types of fire when weilding
it) ; a Scimitar Defender +5 named Twinkle given to him by the wizard Malchor
Harpel ; Bracers of speed, (which he puts on his feet as they actually reduced
his combat ability when worn on his wrists ); and an onyx Figurine of Wondrous
Power - a panther named Guenhwyvar.
Apperance:
Drizzt's most prominent feature are his eyes. They are violet in colour, even
when he uses his infravision (which normally makes a creatures eyes glow red).
He is currently around 140 years old although this is young by Drow standards
he can expect about seven centuries of life, but like Drizzt himself says "
unless the blade of an enemy or the claws of a monster shorten my life I will
watch all that I hold dear grow old and pass away" - a long life span is
not always such a good thing! He stands 5'4" tall and weighs about 135 lbs with
long flowing white hair . He is well proportioned and superbly honed for fighting.
He normally wears a fur-collared forest green cloak over his armour and high
black boots.
Combat/Tactics:
Like all drow warriors, Drizzt finds it easy to fight two-handed, wielding scimitars
of equal length. Even masters of weaponry like
Artemis Entreri have to make concessions when wielding two weapons. Drizzt always
looks to gain the upperhand in combat. Launching an attack merely to end up
where he started and gaining no obvious advantage is not in his repertoire.
The classic example of this is his answer to the seeming indefencible double
thrust low attack routine. Drizzt saw no point in defeating an attack only to
end up even again so he trained harder and eventually managed to turn this indefencible
attack to his advantage. So precise are Drizzt's attacks that he has the ability
to instantly kill a foe ( if his attack roll exceeds the minimum required for
a hit by more than 5, he scores double damage (also applying to backstab) and
has a base chance of 10% plus or minus 3% per level difference between him and
his apponent). Due to his stealth, Drizzt has a backstab attack as a thief of
similar level (x5 damage). As his Ranger species
enemy Drizzt has chosen Goblins.
Personality:
Where possible Drizzt will always try to avoid an unnecessary fight but when
combat is unavoidable he has absolute confidence in his fighting ability. His
friends are convinced that because of this confidence, Drizzt will someday put
him in a situation where he is in real danger. He always approaches combat with
a level head, using his opponants anger against themselves but when hard pressed
"the hunter" appears. Drizzt's years of exile in the underdark forced
him to rely totally on his instincts and the "hunter" was born, purely
out of the need to survive.
History:
Read the BOOKS
to find out more !!!!!
-------------------------------------------------------
Bruenor
Battlehammer
Dwarf male 13th-level fighter
ARMOR CLASS: -3
MOVE: 12
HIT POINTS: 130
THAC0: 8
NO. OF ATTACKS: 2
ALIGNMENT: Neutral good
STR 17, DEX 15, CON 19, INT 12, WIS 15, CHA 15
Weapons of Proficiency: battle-axe; dagger; heavy
crossbow; footman's mace; morning star; short sword; war hammer,1 open
Magical Items: mithril field plate armor +2, a
shield +1, and an axe +3 (treat as a battle axe if he wields it two-handed and
as a hand axe if Bruenor wields it one-handed ).
Wulfgar
Human male 9th-level fighter
(Barbarian)
ARMOR CLASS: 5
MOVE: 15
HIT POINTS: 87
THAC0: 12
NO. OF ATTACKS: 3/2
ALIGNMENT: Chaotic good
STR 19, DEX 16, CON 18, INT 15, WIS 14, CHA 15
Weapons of Proficiency: war hammer (thrown and
wielded); long sword; two-handed sword; bastard sword; dagger; spear.
Magical Items: Aegis-fang,
a war hammer +5 (which does 2d4+2/2d4 points of damage plus modifiers for Wulfgar's
Strength and the weapon's magical bonus applied). Wulfgar may hurl the weapon,
and when he does it always reappears in his (and only his) hand whenever he
wills it. The hammer was made specifically for Wulfgar; anyone else wields it
as a war hammer +3, without the double damage and returning abilities.
Catti-brie
Human female 6th-level fighter
ARMOR CLASS: 2
MOVE: 12
HIT POINTS: 42
THAC0: 15
NO. OF ATTACKS: 1
ALIGNMENT: Chaotic good
STR 12, DEX 16, CON 15, INT 14, WIS 16, CHA 17
Weapons of Proficiency: dagger; long bow (specialized);
long sword; short sword.
Magical Items: Long bow +3 ( Taulmaril the Heartseeker,
originally belonging to Anarian, an Elf ) with a quiver that never runs out
of flight arrows +1; a Longsword +4 (called Khazid'hea in the Drow tongue or
Cutter in common ) which is intelligent and has the ability to cut through most
substances as if it were slicing through water; a Dagger +1 (balanced to be
thrown with a +3 bonus).
Regis
the Halfling
Male 7th-level thief
ARMOR CLASS: 4
MOVE: 12
HIT POINTS: 35
THAC0: 17
NO. OF ATTACKS: 1
ALIGNMENT: Neutral (strong good tendencies)
STR 10, DEX 17, CON 15, INT 13, WIS 15, CHA 15 (18 to halflings)
Weapons of Proficiency: footman's mace; dagger;
short bow, flight arrow.
Thief Abilities: PP 50, OL 50, F/RT 55, MS 60,
HS 80, DN 35, CW 70, RL 10.
Magical Items: a Mace +2; a Ruby Pendant of Beguiling
(functions as a Rod of Beguiling); a +2 Luck Stone.
Guenhwyvar
Panther Figurine
ARMOR CLASS: 4
MOVE: 15
HIT DICE: 6+6
HIT POINTS: 45
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACKS: 1d4(x2)/1d12, plus rear claws rake for 2d4(x2) if both front
paws score hits
SPECIAL DEFENSES: never surprised
SIZE: M (6' long) MORALE: Fanatic (18)
ALIGNMENT: Neutral
XP VALUE: 1,400
Guenhwyvar can be summoned forth from the figurine up to three times per week,
for a total of 24 hours altogether during that time. If she is slain while activated,
she reverts to the figurine form and can be called forth again later.
Zaknafein
Do'Urden
Drow male 24th-level fighter
ARMOR CLASS: -4
MOVE: 12
HIT POINTS: 178
THAC0: -3
NO. OF ATTACKS: 5
MAGIC RESISTANCE: 98%
SIZE: M
ALIGNMENT: Chaotic neutral
XP: 19,000
STR 15, DEX 19, CON 16, INT 15, WIS 15, CHA 14
Special Equipment: Drow chain mail +5, two long
swords +5
Spell-like Abilities: Dancing lights, faerie fire,
darkness, levitate, know alignment, detect magic.
Artemis
Entreri
Human male 11th-level thief/15th-level fighter
ARMOR CLASS: -2(-6)
MOVE: 12
HIT POINTS: 107
THAC0: 5
NO. OF ATTACKS: 5
ALIGNMENT: Lawful evil
STR 13, DEX 18, CON 15, INT 16, WIS 15, CHA 13
Weapons of Proficiency: Specialized in the two-weapon
style and has the ambidexterity proficiency. Other proficiencies are short bow,
light crossbow, dagger (thrown and wielded), rapier, sling, staff, long sword,
short sword; 2 open.
Thieving Abilities: PP 80%; OL 65%; F/RT 50%; MS
99%; HS 90%; DN 55%; CW 99%; RL 20%; SU 75%.
Nonweapon Proficiency: Blind-fighting, direction
sense, disguise, endurance, rope use, survival (northern wilderness and desert),
tight rope walking, tracking; 1 open
Magical Items: Sword of Wounding +1, a +4 Cloak
of protection, a +2 ring of protection and a +4 dagger, defender - Life Stealer
(This heals Artemis by literally sucking the life force out of his victims )
MORE
Jarlaxle
Drow
male 17th-level fighter
ARMOR CLASS: -6
MOVE: 12
HIT POINTS: 99
THAC0: 4
NO. OF ATTACKS: 9/2 or 5 (thrown daggers)
ALIGNMENT: Neutral evil
STR 14, DEX 20, CON 15, INT 18, WIS 15, CHA 18
Spell-like abilities: Dancing lights, darkness,
detect magic, faerie fire, know alignment, levitate.
Weapons of Proficiency: Hand crossbow, dagger (melee
and thrown), main-gauche (damage as dagger, but +1 to parry and disarm attempts),
rapier (1d6 + 1.1d8 + 1; specialized), long sword, short sword, two-weapon fighting
style.
Nonweapon Proficiency: Dancing, direction sense,
endurance, etiquette (drow), gaming, light fighting, riding: land-based, rope
use, set snares, singing, survival (Underdark), tracking.
Equipment: As the wealthy leader of the mercenary
bard Bregan D'Aerthe, he has access to all forms and types of drow items, equipment,
and weapons.
Magical Items: Rumored to be covered, head to toe, in potent magical
items. The known (or suspected) items include a Cape of Scintillating Colors
(as a robe of the same name), a Necklace of Missiles, a Rapier of Wounding (+1),
a Hat of Holding (treat as smallest bag), a main-gauche of life-stealing continual
light pebbles (in the pouch), his eyepatch of Fiery Fear (which acts as both
a Wand of Fire and a Wand of Fear). He always wears Bracers of Defense AC 2,
a Ring of Protection +3, Ring of Free Action and a Scarab of Protection. He
also carries in a special brace of five Daggers of Throwing +4.
MORE
Errtu
A Balor tanar'ri
CLIMATE/TERRAIN: The Abyss
FREQUENCY: Very Rare (also in the Realms)
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Supra-genius (19)
TREASURE: Hx3
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: -8
MOVEMENT: 15, Fl 36 (B)
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACKS: by weapon or 2d6
SPECIAL ATTACKS: Terror, immolation, death-throes explosion
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: 70%
SIZE: H (12' tall)
MORALE: Fanatic (18)
XP VALUE: 46,000
Errtu, one of the most terrible of all tanar'ri, is repulsive and loathsome
to behold. He's a towering humanoid with dark red skin, and huge, leathery wings
that propel him through the air with amazing speed and grace for one such gigantic
body. He possesses wicked claws and grotesque fangs that drip with acidic saliva.
Errtu communicates via telepathy.
Matron
Malice Do'Urden
Drow female 15th-level priestess of Lolth
ARMOR CLASS: 2
MOVE: 12
HIT POINTS: 56
THAC0: 12
NO. OF ATTACKS: 1
MAGIC RESISTANCE: 75%
SIZE: M ALIGNMENT: Chaotic evil
XP: 11,000
STR 10, DEX 16, CON 17, INT 18, WIS 16, CHA 13
Spells: 7/7/5/5/5/2/1.
Special Equipment: Alchemy jug, cloak of the bat,
ring of regeneration, rod of beguiling.
Spell-like Abilities: Dancing lights, faerie fire,
darkness, levitate, know alignment, detect magic, detect lie, clairvoyance,
suggestion, dispel magic.
MORE
Matron
Mother Baenre
Drow female 25th-level priestess of Lolth
ARMOR CLASS: 5
MOVE: 12
HIT POINTS: 87
THAC0: 4
NO. OF ATTACKS: 1
MAGIC RESISTANCE: 100%
SIZE: M
ALIGNMENT: Chaotic evil
XP: 21,000
STR 9, DEX 10, CON 16, INT 18, WIS 19, CHA 15
Spells: 12/11/11/10/9/8/4.
Special Equipment: Ring of Anti-Venom, Ring of
Arachnid Control, Cloak of Arachnida, Net of Entrapment, Spider Wand, as well
as a wide selection of other magical items owned by House Baenre.
Spell-like Abilities: Dancing lights, faerie fire,
darkness, levitate, know alignment, detect magic, detect lie, clairvoyance,
suggestion, dispel magic.
MORE
Gromph
Baenre :
Drow male 20th-level wizard
ARMOR CLASS: -2
MOVE: 12
HIT POINTS: 39
THAC0: 14
NO. OF ATTACKS: 1
MAGIC RESISTANCE: 90%
SIZE: M
ALIGNMENT: Chaotic evil
XP: 17,000
STR 10, DEX 16, CON 9, INT 19, WIS 12, CHA 8
Spells: 5/5/5/5/5/4/3/3/2.
Special Equipment: Robe of the Archmage of Menzoberranzan,
Wand of Viscid Globs, Amulet of Perpetual Youth, Spider Mask, Wand of Acidic
Spheres as well as many other unknown magical items.
Spell-like Abilities: Dancing lights, faerie fire,
darkness, levitate, know alignment, detect magic.
Jalynfein,
"The Spider Mage"
Drow male 24th-level mage
ARMOR CLASS: 1
MOVE: 12
HIT POINTS: 51
THAC0: 13
NO. OF ATTACKS: 1
MAGIC RESISTANCE: 98%
SIZE: M
ALIGNMENT: Chaotic neutral
XP: 20,000
STR 15, DEX 17, CON 14, INT 18, WIS 17, CHA 7
Spells: 5/5/5/5/5/5/5/5/4.
Special Equipment: Some of his items are: ring
of protection +6, +1 on saves; ring of free action; wand of magical missles;
rod of absorption.
Spell-like Abilities: Dancing lights, faerie fire,
darkness, levitate, know alignment, detect magic, plus a yochlol-granted ability
to use a spider summoning once per day. This special power is not a spell to
be memorized and cast, it's activated with but a thought. Whenever he uses this
ability, his face appears to be a writhing mass of long, hairy spider legs lit
by a purple-orange faerie fire radiance; this effect is the source of his nickname.
Yochlol -
Handmaiden of Lolth
CLIMATE/TERRAIN: Any
FREQUENCY: Common on the Abyss/Very Rare on Toril
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (14)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (1-4 on the Abyss)
ARMOR CLASS: 10 (4 as spider)
MOVEMENT: 12, Wb 6 as spider
HIT DICE: 6+6
THAC0: 15
NO. OF ATTACKS: 8 (1 as spider or humanoid)
DAMAGE/ATTACKS: 1d4+4 (x8); 1d8 as spider; by weapon +4 as humanoid
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: cold iron or +2 or better weapon to hit, immunities (see below)
MAGIC RESISTANCE: 50%
SIZE: H (L as spider)
MORALE: Champion (16)
XP VALUE: 41,000
A yochlol has several forms its body can take: a gaseous form resembling (and
with the effects of ) a stinking cloud spell; an amorphous, eight-tentacled
column of slime with a single, glaring red eye; and a lovely elf or human female
form.
Their natural form is that of the tentacled column of flesh. These tanar'ri
serve their goddess exclusively and do not become involved in racial or multiplanar
affairs.
Combat: Each form has different combat abilities.
Regardless of form, a yochlol is immune to nonmagical fire, all gases and poisons,
and electricity. They take only half damage from magical fire and magical cold.
The yochlol's gaseous form acts as a 10' high, 5' wide stinking cloud. They
can use no spell-like abilities nor can it make physical attacks in this form,
but it is immune to all physical damage and can be injured only by magical cold,
magical fire, or magical missiles. A gust of wind spell inflicts 6d6 points
of damage to a gaseous yochlol and a wind walk spell slays it outright, with
no saving throw or Magic Resistance check.
The yochlol's spider form is AC4, it can move in webs, and its poisonous bite
is fatal unless the victim successfully saves vs. poison.
The yochlol's human and elf forms are AC10, but they can wear armor to improve
it. They tend to favor drow chain mail and weapons. With centuries of practice,
a human- or elf-form Handmaiden can become a specialized 6th-level fighter.
They retain their 18/51 Strength in both humanoid forms, striking with the applicable
+2 bonus to attack rolls and a +4 bonus to damage rolls.
Yochlol have the standard tanar'ri spell-like abilities: darkness 15' radius
and infravision, and also can use the following abilities at will, as 6th-level
spellcasters: charm person, spider climb, stone shape, and web. Also possesses
the spell-like abilities: domination, mind blank, and plane shift (minimum level
required).
A yochlol can alter its alignment aura so that magical spells and devices cannot
penetrate the creature's human or elf form's disguise. A yochlol also can cure
light wounds twice per turn - doing so only to express Lolth's favor upon a
wounded drow follower. A handmaiden can change it's form twice in one round
and still attack or use a spell-like ability, as long as, in physical attacks,
one of the forms it takes during a round is capable of attacking in that way.