Tarthul Halfblood

The Snake
Tarthul hates all elves period.
Tarthul
Half-elf [vampire] 19th-level thief
Armor Class: -10
Movement: 24, Fl 32 (C)
Hit Points: 149 (19 HD)
THAC0: 1 (-4 w/sword)
No. of Attacks: 5 (melee) or 10 (missile)
Damage/Attack: 2d4+22 (x5) or 1d8+28 (x10)
Magic Resistance: 25% (100% w/sword)
Alignment: Chaotic evil

STR 24, DEX 19, CON 19, INT 19, WIS 10, CHR 18, COM 18

Rogue Abilities: PP 95, OL 95, F/RT 95, MS 95, HS 95, DN 95, CW 95, RL 95 (read scrolls 75).

Weapons of Proficiency: ?.

Nonweapon Proficiencies: ?.

Equipment: standard adventuring gear, 5 vials of type N poison, 5 vials of acid (dmg 2d4).

Magical Items: A shadow cloak, scabbard of poison (type N, 6 doses), a rod of passage (30), a conch shell, Magekiller (a whip +5 which splits into 9 tails getting 9 hits causing 1d4 + Str, plus the +5 magical bonus), a quiver of ehlonna, 75 sheaf arrows +5, a pouch of accessibility, gloves of missile snaring, a ring of vampiric regeneration, portable hole, a bracer of Blizreg (+5 hp/round regeneration), bracers of defense AC 2, a ring of protection +5, a collar of stiffness, a composite long bow +5 (wielder gets Str bonus to damage), a vorpal bastard sword +4, a bastard sword +5 defender (each +1 held for defense equals 20% magic resistance), 2 amulets of spell storing (#1 contains: haste, stoneskin, disintegrate; #2 has: harm x2, destruction), a set of lockpicks (+8% OL), a helmet +3 (renders wearer immune to psionics, mind-based spells, fire, acid, and functions as a hat of disguise, amulet of proof against detection and location, and grants invisibility and inaudibility as dust of disappearance); and a tunic of invulnerability to magic weapons.

Combat/Tactics: ?.

Appearance: Tarthul is a small half-elf, standing only 5' 3". Tarthal is a half-high elf with long silvery-white hair worn in a topknot and silver-blue eyes. He wears a fine breeches and a fine silk shirt, under which he wears an adamantite vest. He also wears spiked-belts over each shoulder and down around his thighs.

Personality: Evil. Tarthul will not rest until he destroys every full blooded elf on Aber-Toril, except for the drow...He likes the way they think. Mostly death and carnage!

Unique Abilities:

  • Racial/Vampiric Abilities: +3 to missile attacks, +4 to hit with bow (+7 total), energy drain (5 levels/hit), vampiric rage for 2d4 rds (double attacks, +2 AC, -2 initiative) 3/day, charm at will (save at -5); SD immune to poison, sleep, charm, holds, paralysis, death magic, garlic, mirrors, running water, holy symbols, sunlight, and 1st & 2nd level spells, +3 or better weapons needed to hit, half damage from cold and electricity, reduced spell damage (half if save fails or none if save passed), regeneration (14 hp/round, including bracer bonus), gaseous form at will, spider climb at will, summon bats, rats & wolves, shapechange into a bat or a wolf at will
  • Contingency: Anyone attacking him suffers the following curse: -1 to hit, damage & saving throws as they become weak and clumsy.

    (Tarthul has been modified using Van Richten's Guide to Vampires)

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