Artemis Entreri

 

 STATISTICS FROM "VILLAINS' LOREBOOK" AND "HALL OF HEROES"

 Thieve abilities : PP 80% ; OL 65%; F/RT 50%; MS 99%; HS 90%, DN 55%; CW 99%; RL 20% , SU 75%

Weapons of proficiency : Artemis is specialised in the two handed weapon style and has the ambidexterity proficiency. His other proficiencies are short bow, light crossbow, rapier, sling, staff, long sword, short sword, two opens.

Nonweapon proficiencies : Blind-fighting, direction sense, disguise, endurance, rope use, survival  ( northern wilderness and desert ), tightrope walking, tracking, 1 open.

 

Artemis Entreri the prime assassin, is possibly the most deadly killer in all the Forgotten Realms. While not a big man, barely 125 pounds, his abilities to dance his sabre through the defences of any opponent horrifies onlookers and  leaves his victim gaping in disbelief as the last breaths flow from his body.

There is a strength about the man that defies physical abilities, an inner promise of death that gives him the upper hand in most encounters. Intimidated opponents do not usually perform to the best of their abilities.

Entreri's build and movements are similar to those of Drizzt Do'Urden, though the assassin is slightly heavier  than the drow ranger. Together, they appear almost as negatives of each others, Entreri's skin , accustomed to lightless nights and shadows is milky white to Drizzt's black; his hair is jet black to the drow's stark white; and his eyes are sinister to the sparkling and life filled orbs of Drizzt.

The stark contrast between the two is even more evident in their emotional dedication to his cause. Entreri is passionless, and would consider the drow's generous nature a weakness, a fatal flaw, not to be tolerated by a true fighter.

" catti-brie had seen this before, the trademark methods of the finest swordsman in all of Icewind Dale. The comparison to Drizzt Do'Urden was inescapable; their grace and movements were so alike, with every part of their bodies working in harmonious accord. Yet they remained strikingly different, a polarity of morals that subtly altered the aura of the dance.

The drow ranger in battle was an instrument of beauty to behold, a perfect athlete pursuing his chosen course of righteousness with unsurpassed fervor. But Entreri was  merely horrifying, a passionless murderer callously disposing of obstacles in his path."

So they achieve similar results despite their paradoxical views of life.

Entreri is every bit the equal of drizzt in battle, even fighting with two weapons, a jewelled dagger and a cruel edged sabre. His overall dexterity is 17, but his eye hand coordination is near perfect, and he suffers no " to hit" penalties when fighting two-handed.

Furthermore, as if he wasn't deadly enough of his own accord, the assassin has outfitted himself with powerful magic items over the years. His sabre is a +1 sword of wounding and his jewelled dagger, his most prized possession , a +4 defender. He wears only leather armor and no shield, but his black cape is actually a +4 cloak of protection, and the ring identifying him as a member of pook's guild, a +2 ring of  protection.

Even without all the magic, though, Entreri's background and unwavering devotion make him formidable. Like Regis, he grew up on the streets of Calimport, the bastard son of a prostitute, alone and depending upon his own resources for survival. His tactics, though, were much different from the subtle cons and coercions of the halfling. In the dark alleys of the city, Entreri learned the worth of a well placed dagger.

And barely a teenager, an age when most aspiring heroes are learning their very first  parries with a sword, Entreri was already hiring himself out as a mercenary soldier whenever and wherever he could find the work. His reputation as a silent and deadly killer, as well as an incredible swordsman, leaked out through the underground  of the city and caught the attention of pasha Pook, guildmaster of a powerful thieves' organization.

Noted for his ability to surround himself with the very best henchman, it didn't take long to Pook to understand the unlimited potential of the young man. Accepting Pook's offer to join the guild, Entreri studied under many of the finest thieves in all the Realms and combining his already considerable weapon's proficiency with the lessons, he has become doubly deadly, a pure assassin.

He still serves Pook - his present mission is to hunt down Regis and recover the ruby pendant but only because he views his association with the thieves as in his best interests. In truth, Artemis Entreri gives his allegiance to no one, and has no loyalties beyond what is best at any given moment for him in his perverted pursuit to become the ultimate killer, in his view, the ultimate victor in a world of unending conflict.

In his absolute confidence, Entreri extrudes an aura of strength that intimidates most of the people who meet him. The way he holds himself, the way he walks, the way he set his jaw, would give a person the distinct impression that Entreri could kill him at equal or higher level than the assassin. And this calm confidence and unshakable composure keeps Entreri at his sharpest, at all times.

He is reserved and observant, speaking very little and weighing every single word carefully before uttering it. He is so perceptive that rumors say he has the power to read minds. This is not true but Entreri can take a full measure of a person ina single meeting and understand the motivation of the world around him well enough to figure out what course the person will likely take . In game terms, treat the assassin with a degree of omniscience. He will always be a step or two ahead of the others, anticipating, waiting, and is so alert to his surrounding that he is never surprised.

It's imperative to keep in mind that Entreri is not a wanton killer. He simply follows the most logical course to achieve his present mission, be it hunting Regis or acquiring some magic item that may have caught his eye.

But if someone were to happen to get in his way...

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