Statistics
| Armour Class |
-1 |
| Movement |
150' |
| Hit Points |
301 |
| Number of Attacks |
1 |
| THAC0 |
4 |
| Damage |
By Weapon (+8) - Usually with a dagger (4-16) |
| Special Attacks |
Back Stab (x10) |
| Special Defence |
None |
| All Saving Throws |
2 |
| Magic Resistance |
40% |
| Size |
M (6' tall) |
| Alignment |
Chaotic Evil |
| Worshippers |
Thieves, assassins, and general low life |
| Symbol |
Dagger entwined with a Snake |
| Home Plane |
Tarterus (Agathys) |
| STR |
20 |
INT |
20 |
WIS |
20 |
| DEX |
25 |
CON |
24 |
CHA |
21 |
Other Abilities include the AD&D Spells:
Command, Comprehend Languages, Detect Alignment,
Gate, Geas, Quest, Teleport, True Seeing
All these are natural abilities and are not
subject to the magic rules of Guyendor.
Mafrym also has all the thievish abilities at 120% as standard. |
Mafrym's Holy Symbol
Background
Mafrym is a jokester, he delights in the misfortune of others.
His practical jokes have got him in trouble with Bahamat and Tiamat on many an occasion.
The people who choose to worship Mafrym are from the seedier side of life - thieves,
assassins, gypsies, whores, and fortune tellers. On the rare occasions that Mafrym visits
Guyendor, he usually trains a chosen thief in his art.
Appearance
Mafrym appears as a non-descript human in his mid-twenties.
Black hair, slim and wearing soft black leather
Combat
Mafrym avoids combat at all costs,
relying more on his quick wit and nimble body to get him out of trouble. If cornered,
however, Mafrym will use Quickflame, an elven dagger given to him by Corellion, which
does 4d4 hp of damage.
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