Realms Personalities : Jezz the Lame
Male drow. Rog6/Sor6: CR 14; Medium-size humanoid (elf); HD 6d4 plus 6d4; hp 36; Init +9; Spd 30 ft.; AC 2+ (touch 17, flat-footed 24); Atk +14/+9 melee (1d4+2/15-20, +2 keen kukri) or +12 ranged (1d8/19-20, light crossbow); SA Sneak attack + 3d6; SQ Drow traits, evasion, familiar benefits, locate traps, uncanny dodge (can't be flanked, Dex bonus to AC); SR 23; AL NE; SV Fort +4, Ref +12, Will +9; Str 10, Dex 20, Con 11, Int 16, Wis 14, Cha 19. Height 5 ft.3 in.
Skills and Feats: Balance +11, Bluff +9, Climb +5, Concentration +10, Diplomacy +12, Disguise +8, Hide +17, Intimidate +11, Knowledge (arcana) +8, Knowledge (Cormanthor local) +8, Listen +15, Move Silently +2; Ride +7, Search +10, Sense Motive +8, Spell craft +13, Spot +15, Swim +1, Tumble +9, Use Magic Device +6, Use Rope +10, Survival +4; Alertness, Daylight Adaptation, Exotic Weapon Proficiency (kukri), Improved Initiative, Stealthy, Weapon Finesse (kukri)
Special abilities: Familiar Benefits: Grants Jezz Alertness when within reach, share spells; empathic link (1 mile), familiar may deliver touch spells, scry on familiar, speak with familiar.
Spells Known (6/7/6/4; base DC = 44+ spell level; 10% chance spell failure): 0-detect magic, detect poison, ghost sound, magic mending, ray of frost, read magic; 1st-change self, feather obscuring mist, shield; 2nd-cat's grace, invisibility; 3rd-fly.
Possessions: +2 keen kukri, +5 silent moves leather armor, ring of protection +2 glove of storing, Keoghtom's ointment, Murlynd's spoon, rope of climbing, stone salve (2 doses).
Keheneshnef: Male viper familiar; CR 1/2; Tiny magical beast; HD 1/4 d8 (12 HD); hp 18; Init +3; Spd 15 ft, climb 15 ft, swim 15 ft.; AC 20 (touch 15, flat-footed 17); Atk +12 melee (poison, bite); Face/Reach 2 1/2 ft by 2 1/2 ft /0 ft; SA Poison (initial secondary damage 1d6 temporary Con, DC 11 onset time 1 minute); Improved evasion, scent; AL NE; SV Fort +4, Ref +10, Will +8; Str 6, Dex 17, Con 14, Int 8, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +12, Ride +18, Listen +15, Spot +15; Weapon Finesse (bite).
Jezz the Lame is one of the leaders of House Jaelre, commanding the drow who make raids on the Dales to divert attention from those who now reside in the old elven sites of Cormanthor. Jezz scouted for his tribe while they wandered the Underdark. His leg was badly broken during a fight with an umber hulk in which a cavern ceiling collapsed. His companions thought him dead, but he managed to drag himself into their camp a tenday later. One of the clerics was able to snap the healing bone and reset it in a normal position, but the old injury still pains him from time to time, and he wears a special brace and shoe to help him walk more easily.
Young and confident, Jezz knows how hard he can push the Dalesfolk before they become so enraged that they descend upon the forest in great numbers. He prefers to keep his band small and his followers ready to move on short notice. Given his charisma and the respect his followers have for him, if House Jaelre does manage to obtain a permanent foothold in the forest, Jezz may be presented as a speaker to the outside world.
Source: Forgotten Realms Campaign Setting