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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

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