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.