Episode 6 - Artemis Entreri

This week we discuss another character from the Drizzt Series, Artemis Entreri and his rather evil arsenal.

Show Notes

Bolero

Artemis received a small-brimmed black hat, called a "bolero", from Jarlaxle. Though looking inconspicuous, the hat, like every item of Jarlaxle's, has beneficial properties, magical and mechanical in nature. It had the ability to chill its wearer's body temperature to better help him or her hide from eyes seeing in the heat-sensing spectrum and it had a wire inset into the band that held the hat in place on top of Artemis' head even when falling off a horse.

Obsidian Steed

A figurine of wondrous power in the form of an obsidian horse was given to him by Jarlaxle. When summoned from the Lower Planes, it turned into a nightmare with flaming hooves. The summoned horse never tired and was resistant to most non-magical attacks. The magic was limited however, and the horse disappeared when the magic of its statuette ran out. The magic recharged after some time, leaving the horse ready to ride again. The nightmare could be dispelled by powerful countermagic and temporarily sent back to the Lower Planes. The steed was fearless and charged forward with reckless abandon. Artemis continued to carry the statuette as Barrabus.

Wings of Flying

Wondrous item, rare (requires attunement)

While wearing this cloak, you can use an action to speak its command word. Thish [sic] turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

5e Dungeon Master's Guide, Page 214

Staff of the Python

Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

5e Dungeon Master's Guide, Page 204

Vampiric dagger / Jeweled dagger

This emerald-studded dagger was Artemis's signature weapon as an assassin. It was long the most recognized and feared weapon in Calimport. With a single strike, the magical weapon could drain the life force of the victim and use it to heal the wielder. The blade could also emanate a fiery white light. For a time, the blade was in the possession of Regis, who had retrieved it from Artemis's body; Regis then gave it to Catti-brie, from whom Artemis retrieved it once more when leaving Menzoberranzan. Artemis sometimes used the dagger in interrogation, pricking his victim on the palm and starting its life-draining magic; he rarely had to wait long before the victim yielded. When Artemis was seriously hurt, he could use the dagger to heal himself at the expense of a poor beggar or drunkard who happened to pass by. At some point (likely during Jarlaxle's betrayal), Artemis lost the dagger and it wound up in the hands of Beniago, a Bregan D'aerthe lieutenant posing as a human of Ship Kurth. Drizzt used the retrieval of the knife as incentive for Artemis to go with him to Port Llast.

Sword of Life Stealing

Weapon (any sword), rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

5e Dungeon Master's Guide, Page 206

Gauntlet

The gauntlet was worn on the right hand. It had two main purposes: to shield the wielder of Charon's Claw from the malicious and persistent intelligence within, and to aid in fighting wizards. By wearing the gauntlet, the owner could catch magic directed at him within the magical netting of the gauntlet and turn it back against the initiator or just dispel it. Additionally, the glove's laces pulsed to warn the wearer of magical scrying. The wearer could even detect whether the scrying was of an arcane, priestly, or psionic nature.

Keen - Pathfinder

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.

Sword of Wounding

Weapon (any sword), rare (requires attunement)

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Dungeon Master’s Guide, Page 207