About Duel Scimitarz
About The Realms
Galleries
Characters
Book Reviews

Downloads
Places Of The FR
AD&D Stats
Fan Art

Fan Stories
Desktop Wallpapers
Races And Monsters
Old Polls
Message Board
Maps
Chant Techno Mixer

Main
Site Map
Submit Work
Contact
About Me
Vote For Us
Site Updates
DS Mailing List
Webrings
DS Chat Room
Credits

Links

Disclaimer


Can't find what your looking for? Then slap some words in our search engine...


Sea of Swords
Drizzt is back! Click on the pic below to buy the new book 'Sea of Swords' by R.A. Salvatore with 30% off the original price!
Click to buy Sea of Swords!

 




 

 

 


2nd Edition AD&D Stats


Choose the character that you would like to view the stats of:

Drizzt Do'Urden | Guenhwyvar | Bruenor Battlehammer | Catti-brie | Wulfgar | Regis | Artemis Entreri | Jarlaxle | Errtu | Dendybar the Mottled | Zaknafein Do'Urden | Matron Malice Do'Urden | Matron Mother Baenre | Gromph Baenre | Jalynfein "The Spider Mage" | Yochlol

Good Guys (of good allignment)

Drizzt Do'Urden [Top]

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, DEX 20, CON 15, INT 17, WIS 17, 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 that he 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; short sword; dagger; long sword; short bow, flight arrow; 3 open.
Ranger/Thief Abilities: MS 99, HS 99, DN 60, CW 99.
Magical Items: Bracers of speed, which he puts on his feet; mithral chain mail +4; a frostbrand +3 scimitar (named Icingdeath); a defender +5 scimitar (named Twinkle); and a figurine of magnificent power: onyx panther (named Guenhwyvar)

Guenhwyvar [Top]

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
Guen 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.

Bruenor Battlehammer [Top]

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: mithral field plate armor +2, a shield +1 (which bears the clan Battlehammer's standard of a foaming beer mug), and an axe +3 (treat as a hand axe if Bruenor wields it one-handed, and as a battle axe if he wields it two-handed).

Catti-brie [Top]

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: a longsword called Kazea which is intelligent and has a +4 with the ability to cut through stone like butter; long bow +3 with a quiver that never runs out of flight arrows +1; a dagger +1 (balanced to be thrown with a +3 bonus).

Wulfgar [Top]

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; 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 by Bruenor with the finest materials in all the land; anyone else wields it as a war hammer +3, without the double damage and returning abilities.

Regis [Top]

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 +2 luck stone; a ruby pendant of beguiling (functions as a rod of beguiling); a mace +2.

Villains/bad guys (of evil allignment)


Artemis Entreri
[Top]

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

Thieving Abilities: PP 80%; OL 65%; F/RT 50%; MS 99%; HS 90%; DN 55%; CW 99%; RL 20%; SU 75%.
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.
Nonweapon Proficiency: Blind-fighting, direction sense, disguise, endurance, rope use, survival (northern wilderness and desert), tight rope walking, tracking; 1 open
Equipment: Standard adventuring gear, which in his case includes thieving tools, spare weapons and clothes, rope, and so on.
Magical Items: +4 Cloak of protection, +4 dagger, defender (life stealer), +2 ring of protection, and a sword of wounding +1 (sometimes referred to as a saber).

Jarlaxle [Top]

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: Rumoured to be covered, head to toe, in potent magical items. The known (or suspected) items include a necklace of missiles, drow boots, a cape of scintillating colors (as a robe of the same name), a hat of holding (treat as smallest bag), a rapier of wounding (+1), 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 also carries in a special bracer five daggers of throwing +4. He always wears a ring of free action, ring of protection +3, bracers of defense AC 2 and a scarab of protection.

Errtu [Top]

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.

Dendybar the Mottled [Top]

Human male 12th-level mage/4th-level cleric of Iychtu Xvim
ARMOR CLASS:
7
MOVE: 12
HIT POINTS: 22
THAC0: 17
NO. OF ATTACKS: 1
ALIGNMENT: Chaotic evil

STR 9, DEX 10, CON 8, INT 17, WIS 15, CHA 9

Clerical Spells (5/3): 1st - cause fear, cause light wounds, command, darkness, detect good; 2nd - heat metal, hold person, silence, 15' radius.
Magic Spells (4/4/4/3/3): 1st - charm person, magic missile (x2), sleep; 2nd - darkness 15' radius, ESP, invisibility, web; 3rd - hold person, lightning bolt, protection from normal missles, wind wall; 4th - dimension door, Leomund's secure shelter, wall of fire; 5th - cone of cold, passwall, teleport.
Weapons of Proficiency: Dagger, staff.
Nonweapon Proficiency: Astrology, direction sense, engineering, fire-building, herbalism, reading/writing, religion (Xvim), riding: land-based, spellcraft, survival (temperate wilderness); 4 open.
Equipment: When operating beyond the Hosttower of the Arcane, he has access to standard adventuring equipment.
Magical Items: Ring of protection +3, robe of eyes, staff of power, a wand of fireballs, and a flesh golem named Bok.

The Drow of Menzoberranzan

Zaknafein Do'Urden [Top]

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.

Matron Malice Do'Urden [Top]

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.

Matron Mother Baenre [Top]

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 arachnid control, ring of anti-venom, 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.

Gromph Baenre [Top]

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: Amulet of perpetual youth, robe of the Archmage of Menzoberranzan, spider mask, wand of viscid globs, wand of acidic spheres, and many other esoteric or unknown magical items.
Spell-like Abilities: Dancing lights, faerie fire, darkness, levitate, know alignment, detect magic.

Jalynfein, "The Spider Mage" [Top]

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:His collection of scrolls, potions, spellbooks, and magical items rivals or even exceeds that of Gromph Baenre. Some of his items are: ring of protection +6, +1 on saves; ring of free action; rod of absorption; wand of magical missles.
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 [Top]

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.

 

[Top]

:: Poll ::

 

 

 



Join the RPG Host Banner Exchange | ARCHIVE | LINKS | REVIEWS | TOP 100

Duel Scimitarz is copyright © 2001 Sangendu
Site last updated: Monday, 3 December, 2001 6:16 PM

Home Contact Sangendu Affiliate with us Submit your art! Submit a fantasy story! Link to us