Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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20<br />
Dendybar the<br />
Mottled<br />
Human male 12th-level mage/4th-level<br />
cleric <strong>of</strong> Iyachtu Xvim<br />
ARMOR CLASS: 7<br />
MOVE: 12<br />
HIT POINTS: 22<br />
THAC0: 17<br />
NO. OF ATTACKS: 1<br />
ALIGNMENT: Chaotic evil<br />
STR 9, DEX 10, CON 8, INT 17, WIS 15, CHA 9<br />
Clerical Spells (5/3): 1st— cause fear, cause light<br />
wounds, command, darkness, detect good; 2nd— heat<br />
metal, hold person, silence, 15’ radius.<br />
In addition to these spells, Dendybar also possesses<br />
the ability (apparently a gift from Xvim) to animate<br />
1d6 skeletons or 1d3 zombies per round, provided<br />
that bodies are available.<br />
Magic Spells (4/4/4/3/3): 1st— charm person,<br />
magic missile (x2), sleep; 2nd— darkness 15’ radius,<br />
ESP, invisibility, web; 3rd— hold person, lightning bolt,<br />
protection from normal missiles, wind wall; 4th— dimension<br />
door, Leomund’s secure shelter, wall <strong>of</strong> fire;<br />
5th— cone <strong>of</strong> cold, passwall, teleport.<br />
Weapons <strong>of</strong> Pr<strong>of</strong>iciency: Dagger, staff.<br />
Nonweapon Pr<strong>of</strong>iciencies: Astrology, direction<br />
sense, engineering, fire-building, herbalism, reading/writing,<br />
religion (Xvim), riding: land-based,<br />
spellcraft, survival (temperate wilderness); 4 open.<br />
Equipment: Dendybar, when he’s operating beyond<br />
the Hosttower <strong>of</strong> the Arcane, has access to<br />
standard adventuring equipment.<br />
Magical Items: Ring <strong>of</strong> protection +3, robe <strong>of</strong> eyes,<br />
staff <strong>of</strong> power, a wand <strong>of</strong> fireballs, and a flesh golem<br />
named Bok (see MONSTROUS MANUAL tome, page<br />
167, for statistics).<br />
Combat/Tactics: Dendybar is always ready for<br />
combat with several <strong>of</strong>fensive spells waiting on his<br />
lips to be cast at anyone he deems a target. The<br />
spell selection above is indicative <strong>of</strong> an average<br />
day’s choices for Dendybar the Mottled. Exceptions<br />
exist, <strong>of</strong> course, and these include times when he’s<br />
trafficking with otherplanar creatures. During<br />
times such as these, Dendybar chooses spells appropriate<br />
to the situation. For example, he’d likely<br />
choose a selection <strong>of</strong> defensive and containment<br />
spells (such as protection from evil and wraithform).<br />
Allies/Companions: The mages <strong>of</strong> the Hosttower<br />
<strong>of</strong> the Arcane in Luskan, including Sydney, a female<br />
mage, Jierdan, a soldier <strong>of</strong> the Hosttower, and Bok,<br />
the flesh golem.<br />
Foes/Enemies: Anyone he believes to be standing<br />
in his way.<br />
Appearance: Quite a small, frail-looking man,<br />
Dendybar weighs barely 100 pounds, but there is an<br />
undeniable magical strength to the mage. Beneath<br />
the hooded, mottled-colored robes he always wears,<br />
the mage’s withered skin seems stretched over<br />
naught but bones; however, his slow, deliberate<br />
movements, monotonous voice, and hollow features<br />
disguise a very dangerous man. He has sunken eyes, a<br />
penetrating stare, and a few tufts <strong>of</strong> scraggly white<br />
hair still cling to his scalp. None knows Dendybar’s<br />
true age.<br />
Personality: Dendybar the Mottled seldom<br />
speaks, but he hears everything that goes on around<br />
him. He’ll pursue any course that he thinks promises<br />
a substantial gain in power and prestige. All other<br />
matters hold little interest for him. His world view is<br />
so perverted that even if he does succeed, he’s likely<br />
to denigrate any who worked with him, as it’s likely<br />
they too benefited from the venture. Therefore,<br />
these same associates are now viewed as potential<br />
threats to the Mottled One, and all threats must be<br />
eliminated.<br />
Locales Frequented: Luskan, Icewind Dale, the<br />
trade routes between these points and all across the<br />
North.<br />
History: First <strong>of</strong> all, there is no evidence that<br />
Dendybar is currently alive. Scurrilous rumors<br />
(spread by that knave Volo, no doubt) to the contrary<br />
are false. Dendybar is as dead as a Thayan doorknob<br />
in Khelben’s study. (Of course, in your campaign,<br />
events may have progressed differently and<br />
Dendybar could still be alive, likely plotting someone’s<br />
downfall.)<br />
That said, Dendybar’s first recorded appearance<br />
was in the Icewind Dale region, where he and others<br />
<strong>of</strong> the Hosttower managed to convince then-apprentice<br />
Akar Kessell to murder his mentor, Morkai<br />
the Red. In doing so, Kessell opened advancement<br />
opportunities for Dendybar and his co-conspirators.<br />
Dendybar and company then bushwhacked Kessell<br />
and left him for dead in the mountains.<br />
Soon after this, Dendybar became Master <strong>of</strong> the<br />
North Spire <strong>of</strong> the Hosttower, replacing the late