Realms Personalities : Hadrhune
Male shade Wiz10/Sha10: CR 22; Medium-size outsider; HD 10d4+10 plus 10d4+10; hp 77; Init +9; Spd 30 ft.; AC 25 (touch 15, flat-footed 20); Atk +11/+6 melee (1d6+1/+1d10 cold, Hadrhune's dark staff) or +15/+10 ranged touch (by spell); SQ Shadow adept abilities; SR 17; AL NE; SV Fort +12, Ref +18; Will +23; Str 10, Dex 20, Con 13, Int 21, Wis it Cha 14. Height 6 ft.
Skills and Feats: Craft (alchemy) +15, Bluff +12, Concentration +24, Craft(woodcarving) +8), Diplomacy +4,, Dis guise +12, Hide +15) Intimidate +4, Knowledge(arcana) +25, Knowledge(the planes) +25, Listen +7, Search +9, Spellcraft +25, Spot +7; Combat Casting, Craft Staff, Craft Wondrous Item, Improved Initiative, Iron Will, Insidious Magic, Lightning Reflexes, Pernicious Magic, Quicken Spell, Scribe Scroll Shadow Weave Magic, Silent Spell. Spell Penetration, Spell-casting Prodigy, Tenacious Magic.
In Darkness or Shadows: hp 97; Spd 50 ft; AC 29 (touch 19, flat-footed 24); Atk +13/+8 melee (1d6+3/+1d10 cold, Hadrhune's dark staff) or +17/+12 ranged touch (by spell); SQ Shade abilities, shadow adept abilities; SR 31; SV Fort +17, Ref +22, Will +27; Str 10, Dex 20, Con 17, Int 21 Wis 14, Cha 18.
Skills in Darkness-or Shadows: Bluff +13, Concentration +25, Diplomacy +5, Disguise +13, Hide +23, Intimidate +5, Listen +11, Move Silently +13, Spot +11.
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel, Shadow Adept Abilities Darkvision, low-light vision, shadow defense + 3, shadow double, shadow walk, shield of shadows 10 rounds per day, spell power +3.
Spells per Day: 4/6/6/5/5/5/5/4/4/4. Base DC = 19 + spell level, 20 + spell level for enchantment, illusion, necromancy, and darkness spells.
Spellbook: As one of the most powerful and influential wizards of the city of Shade, Hadrhune has a vast library of spells, including all spells in this book and the player's Handbook from the schools of Enchantment, Illusion, and Necromancy, as well as those with the darkness descriptor.
Possessions: Hadrhune's dark staff (+1 icy burst quarterstaff] energy drain, Grimwald's graymantle, project image, shadow spray (33 charges), black robe of the archmagi, gloves of Dexterity +6, boots of speed, amulet of natural armor +5, cloak of resistance +5, pearl of power (7th level), arcane scrolls of dominate monster, horrid wilting, mass charm, wail of the banshee, and weird.
Cold, calculating, and evil, Hadrhune fought his way to the hierarchy of the city of Shade with talent, determination, and manipulation of his enemies. He stands at the right hand of Most High Telamont, the ruler of Shade, functioning as his personal emissary and agent.
A powerful wizard unafraid to create magic items to complement his spells or use as bribes; Hadrhune spies on his underlings and rivals, feeding information to other persons of power to guard his interests and eliminate threats to himself. Hadrhune is very curious about the state of the world and frequently uses scrying magic and other divinations to learn about the nearby lands. He is probably the best informed of the shades about the happenings in the Heartlands, and it was he who proposed eliminating nearby cities that might discover the shades' return, for he understands the threat that modern-day spellcasters and adventurers pose to the plans of his people. Agents in Faerûn search for rumors of Netherese ruins and information on known spellcasters of power.
Ever an ambitious man, when the shades conquer Faerûn Hadrhune plans to have himself appointed governor of Thay North so that he may explore the magic of the Red Wizards hidden treasures of Undermountain. Still relatively young, he intends to pursue the path of the undead when his body begins to fail him.
Hadrhune's characteristic magic item is his dark staff, which he uses to punish incompetent minions and fend off attacks from envious princes. Although he is very quiet and reserved in his manner, when agitated he grinds his thumbnail against the handle staff, which has worn a groove in it. The staff sometimes 'leaks' harmless black energy from this point.