Realms Personalities : Manshoon
Male human Wiz20/Acm1/Epic3: CR 25; Medium-size humanoid (human); HD 20d4+80; hp 133; Init +3; Spd 30 ft.; AC 24 (touch 15, flat-footed 21); Atk +12/+7 melee (1d6+2, staff of power), +13/+8 ranged touch by spell); SQ Archmage high arcana, enhanced Intelligence, epic-level benefits, permanent spells; SR 17; AL LE; SV Fort +12, Ref +12, Will +19, Str 10, Dex 16, Con 18, Int 23, Wis 16, Cha 19. Height 5 ft. 9 in.
Skills and Feats: Craft (alchemy) +17, Concentration +25, Craft (gem cutting) +12, Diplomacy +9, Disguise +7, Handle Animal +7, Intimidate +7, Knowledge (arcana) +26, Knowledge (architecture and engineering) +10, Knowledge (Moonsea geography) +10, Knowledge (Moonsea -history) +16, Knowledge (Zhentil Keep local) +11, Listen +7, Profession (herbalist) +8, Ride (dragon) +9, Ride (horse) +7, Spellcraft +30, Spot +9, Survival +7; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Gem, Create Portal, Forge Ring, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Penetration, Spell Focus (Conjuration), Spell Focus (Enchantment).
Special Qualities: Archmage High Arcana: Arcane fire, spell-like ability (teleport 4/day). Enhanced Intelligence: Manshoon read a tome of clear thought +3. His Intelligence score has a +3 inherent bonus included in its value. Epic-Level Benefits: Two effective levels of archmage (included in the above total), bonus spell level x2 (included in the listing below), +1 Constitution (included in the listing above). Permanent Spells: Through the use of permanency, Manshoon has the following permanent continuous magical abilities: comprehend languages, darkvision, protection from arrows, and see invisibility.
Wizard Spells per Day: 4/6/6/6/9/4/5/5/3/3/1/1. Base DC = 17 + spell level, 19 + spell level for enchantment and conjuration spells. Caster level 22nd.
Spellbook: Manshoon knows more than one hundred spells, including most wizard/sorcerer spells in the Player's Handbook and the Forgotten Realms Campaign Setting.
Possessions: Staff of power, brooch of shielding, Manshoon's battle gorget (protects against neck-targeted attacks, +4 natural armor, quickened lesser ironguard 1/day, feather fall 2/day, repulsion 1/day, lightning bolt 1/day, all at 17th caster level), ring of spell storing, ring of wizardry IV, black robe of the archmagi.
For years a lord of Zhentil Keep and leader of the Zhentarim, Manshoon fit the archetype of the sly-tongued, sinister, and decadent evil master spellcaster. He ruthlessly quelled revolts in the ranks of the Black Network, slaughtered his rivals, and weeded the ranks of the young and ambitious by sending such upstart mages on impossible missions to slay Elminster or seize the spellfire wielder Shandril Shessair. Hated and mistrusted by his ally Fzoul, Manshoon calmly manipulated the priest as he did all others - remaining arrogant, untouchable in his power, and faintly amused by everything.
That all came forcibly to an end in 1370 DR, when Fzoul and Lord Orgauth managed to slay Manshoon - and found themselves facing not the sole clone they expected but a dozen or more stasis clones Manshoon created. No one knows who activated all the clones or why, but the chaos caused Faerûn to come alive with ruthless evil archmages, each convinced that he was, in fact, the "real" Manshoon and inexplicably compelled to slay his rival clones.
Most of the clones perished in battle, and the caches of magic items formerly hidden across Faerûn by Manshoon are now scattered into other hands. Only three Manshoons remain. One reclaimed his place among the Zhentarim, conceding leadership of the organization to Fzoul Chenibryl but arriving at an understanding with the Chosen of Bane that allows him to make use of the resources and man power of the Zhentarim. One is rumored to have assumed a position of power among the thieves of Westgate, calling himself Orbath. A third has taken refuge with Halaster of Undermountain. Those who survive have mastered the slaying compulsion by means of various spells and devices.
For all intents and purposes, the Manshoon with the Zhentarim appears to be "the" Manshoon. A master tyrant and diplomat, he's accustomed to ruling and manipulating from behind the scenes, and is likely to employ adventurers to work his will wherever he can't dupe local authorities to do so. Relieved of the responsibility of administering the Black Network, he is free to concoct far-ranging designs for the advancement of the Zhentarim, and seems to have learned a lesson in caution and patience from the travails of the last two years. He has redoubled his arcane researches, seeking ways to transfer his consciousness from one clone to another at will.
Source: Forgotten Realms Campaign Setting