Tweedledum and Tweedledee
Tweedledum and Tweedledee are a pair of identical rotund brothers with rosy cheeks and button noses. They wear matching outfits of yellow collared shirts, red pants, and suspenders, with blue and white striped socks and oversized white shoes. Their round heads are topped with matching red caps featuring yellow flags. They stand at an average height and have a jolly demeanor, often seen with wide grins on their faces.
- Alias – Tweedledum and Tweedledee
- Gender – Male
- Race – Human (identical twins)
- Occupation – Court Jesters, Mischievous Tricksters
- Religion – None
- Allies – Each other, Queen of Hearts
- Enemies – Alice, White Rabbit
- Abode/ Base of operations – Wonderland, the forest, specifically the court of the Queen of Hearts
- Nationality – Wonderland
- Languages – English, Wonderland dialect
- Alignment – Chaotic Neutral
- Affiliation(s) – Court of the Queen of Hearts
- Significant others – None
Tweedledum and Tweedledee are two inseparable characters who are often seen together. They are identical twins, so alike that only their clothing distinguishes them from one another. The two are usually seen wearing matching red and yellow striped outfits, with oversized collars and buttons.
Tweedledum and Tweedledee are known for their quirky behavior and love of word games and riddles. They are always eager to share their latest riddle or puzzle with anyone who will listen. Despite their playful nature, the twins are incredibly loyal to each other and will defend one another at any cost.
The reason behind their love for riddles is rooted in their desire to prove their intellectual superiority over others. They constantly seek validation through their clever wordplay and enjoy challenging others to match their wit. They take great pride in their intelligence and are always looking for ways to prove themselves.
However, Tweedledum and Tweedledee are not without their flaws. They can be incredibly stubborn and prideful, often refusing to back down in an argument or admit when they are wrong. This has caused friction between the twins and other characters in the past.
One such character is the White Queen, who often finds herself frustrated with Tweedledum and Tweedledee’s stubbornness. Despite this, she still values their loyalty and often relies on them in times of need.
In terms of their goals, Tweedledum and Tweedledee simply want to be recognized for their intelligence and wit. They often dream of becoming famous for their clever wordplay and are always looking for new opportunities to showcase their skills.
Tweedledum and Tweedledee, CR 5
Medium humanoid (human), Chaotic Neutral
Armor Class: 15 (leather armor)
Hit Points: 91 (14d8 + 28)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 8 (-1) |
Skills: Acrobatics +5, Athletics +5, Intimidation +1
Senses: passive Perception 11
Languages: English, Wonderland dialect
Challenge: 5 (1,800 XP)
Pack Tactics. Tweedledum and Tweedledee have advantage on an attack roll against a creature if at least one of the twins’ allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tweedle Argument. Tweedledum and Tweedledee often finish each other’s sentences and use confusing wordplay in conversation, making it difficult for others to understand them. Each creature within 10 feet of the merged form must make a DC 13 Wisdom saving throw or be confused for 1 round.
Actions
Multiattack. Tweedledum and Tweedledee each make two melee attacks.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Marbel Rock. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Reactions
Parry. Tweedledum and Tweedledee add 2 to their AC against one melee attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon.
Lair Actions
Tweedledum and Tweedledee’s lair is a dense forest. They can use the following lair actions:
- Summon Woodland Creatures. Tweedledum and Tweedledee can summon 1d4 wolves or 1d3 bears to aid them in battle. The summoned creatures arrive in 1d4 rounds and are friendly to Tweedledum and Tweedledee.
- Entangling Vines. The ground in a 20-foot radius centered on Tweedledum and Tweedledee becomes difficult terrain. Any creature that starts its turn in the area must succeed on a DC 13 Strength saving throw or be restrained by the vines until the end of its turn.
- Bewildering Forest. Tweedledum and Tweedledee can cause the forest to become disorienting to their enemies. Each creature within a 30-foot radius of Tweedledum and Tweedledee must succeed on a DC 13 Wisdom saving throw or be unable to take reactions until the end of its next turn.
Equipment: Tweedledum and Tweedledee each carry a wooden club and a sling with 20 rocks.