Fricinwoonce the Mime comes from a world which will not be included in phase one, but he is too irritating (to player characters, in particular) to leave out entirely.
Have you ever seen those bizarre people who paint themselves grey and stand in the street pretending to be statues? And have you ever wondered which peculiar deity they are honouring by doing this?
Fricinwoonce the Mime is a high priest of that deity.
I shall not attempt to explain the theology of Fricinwoonce's faith. It is not one which makes sense to sane people.
[AD&D-Specific] Fricinwoonce the Mime, human male, Str 12 Dex 10 Con 17 Int 15 Wis 14 Cha 14 Align CG Hp 62. Cleric, level 13.
Fricinwoonce's granted power is silence, 15' radius, which he can (and does) use wherever and whenever he likes, as often as he likes.
All eight of Fricinwoonce's prepared 1st-level spells are a limited version of hold person which affects only one target. There is no saving throw penalty.
All six of Fricinwoonce's prepared 2nd-level spells are the standard version of hold person.
All six of Fricinwoonce's prepared 3rd-level spells are cause dumbness. This is similar to the standard 3rd-level spells cause blindness and cause deafness. Anyone affected by the spell cannot speak, sing, or cast spells with verbal components.
All four of Fricinwoonce's prepared 4th-level spells are hold monster.
Fricinwoonce's two 5th-level spells can be anything you like. Cure critical wounds would be appropriate: he might need it after people catch up with him. Fortunately for everyone, Fricinwoonce doesn't have the wisdom to cast 6th-level spells.
None of Fricinwoonce's spells require verbal components. The only material component is his holy symbol, which is not consumed.
Fricinwoonce wanders the world making a nuisance of himself. His usual modus operandi is to silence an area, hold everyone and everything in it, cause dumbness on some of the people who are held, and then run away laughing insanely to himself.
The duration of the silence power and hold person spells is 26 rounds. The duration of the hold monster spells is only 13 rounds, which could be a cause for embarrassment for held player characters. The dumbness is permanent.
When visiting populated areas, Fricinwoonce paints himself grey and stands still, pretending to be a statue, until a suitable opportunity for making a nuisance of himself occurs.
Fricinwoonce may wear any armour and carry and use any weapon, but the only weapons in which he may be proficient are those which immobilise and cause no physical harm (such as nets and mancatcher).
Fricinwoonce gains experience points for successful use of his spells and granted powers, and continues to rise in level.
Fricinwoonce the Mime is an extension of the wandering monster concept. He is there to delay, wear down, and generally irritate the player characters. By the time he has finished with them, they should be in the mood to kill something.
Do your players understand the concept of spell durations? If not, Fricinwoonce can be lethal. Suppose he comes across a party fighting a monster. He successfully holds the monster and some of the party. Will the rest of the party chase him as he flees? Or do they realise that the monster will un-hold first, and they had better be around when it does?