Drizzt Do'Urden

The Drow Ranger
Drizzt's history is long and captivating, it is quite enjoyable and is written in full (as per Heroes' Lorebook) up to and including the book: Passage to Dawn. Any and all changes that occured to Drizzt that happened the book The Silent Blade will be updated at a later time.

Drizzt's History

Drizzt Do'Urden
Drow male 16th-level ranger (Formerly 18-level fighter)

Armor Class: -5 to -10
Movement: 12 (45 w/anklets)
Hit Points: 92
THAC0: 5 (-1 or -4 w/Icingdeath, -3 to 2 w/Twinkle*)
No. of Attacks: 5
Damage/AT: 1d8+6 (1d8+9) w/Icingdeath (x2) & 1d8+3--1d8+8 w/Twinkle*
Magic Resistance: 82%; +2 on saves vs. magic
Alignment: Chaotic good

STR 13, DEX 20, CON 15, INT 17, WIS 17, CHR 14, COM 16

Spell-like Abilities: dancing lights, darkness, detect magic, faerie fire, know alignment, and levitate each once per day.

Priest Spells (3/3/3): Drizzt is a follower of Mielikki. The spells he prefers or that he most often finds necessary to carry are: 1st--animal friendship, entangle, pass without trace 2nd--charm person or mammal, speak with animals, warp wood 3rd--hold animals, snare, and spike growth.

Weapons of Proficiency: Ambidexterity; all blades (mastery in scimitar); two-weapon fighting style; short bow; flight arrow.

Ranger/Thief Abilities: MS 99, HS 99, DN 60, CW 99.

Nonweapon Proficiencies: animal lore; direction sense; hunting; languages, modern (Undercommon and Common); light-fighting (reverse of blind-fighting); reading/writing; religion (Faer�nian); rope use; running; seamanship; set snares; survival (Underdark, northern woodlands); tightrope walking; tracking (+5); tumbling.

Equipment: A curious mix of adventuring gear; he uses some drow and much dwarven equipment.

Magical Items: Mithral chain mail +4 a frostbrand +3 scimitar (named Icingdeath); Twinkle*; anklets of blinding speed*; and a figurine of wondrous power: onyx panther (named Guenhwyvar; see the end of this entry).

Combat/Tactics: Drizzt fights in the two-handed style commonly used by drow warriors. While few could hope to duplicate his style, his ambidexterity and his current profession as a ranger allow him to continue to use this method of fighting. Drizzt is most likely the deadliest swordsman in the Realms. Drizzt's species enemy is goblins.

Allies/Companions: Bruenor Battlehammer, Wulfgar, Catti-brie, Regis, and Alustriel Silverhand.

Foes/Enemies: The drow of Menzoberranzan, the fiend Errtu, and the assassin ARTEMIS Entreri.

Appearance: Drizzt a tall (5'4"), slender drow elf weighing a muscular 130 pounds. His handsome features are sharp and well proportioned; his white hair is long, flowing and smooth. His eyes are violet in hue, to both infravision and normal vision and are windows to his passionate soul. He normally wears a fur-collared forest green cloak and high black boots. It has been more than 80 years since he first ventured into the surface world, and at present he is in the neighborhood of 149 years old-still young by drow standards.

Personality: Outwardly calm and composed, Drizzt still has a burning rage within him, the legacy of his dark elven heritage. While he's mastered that side of his psyche-he refers to it as "the hunter"-it can still surface when Drizzt is hard pressed.
In all other cases, he has the cool head, the peacemaker, and is always willing to avoid a fight if he can. When the situation call for it, however, he can be incredibly daring-so daring, in fact, that several of his friends are convinced that someday he'll leap into a situation that will land Drizzt in real trouble.
He loves the surface world, and his place in it. Anyone who threatens either of these things is likely to find that a pair of twirling scimitars is the last thing he sees in his life.

Locales Frequented: Icewind Dale; Mithral Hall; the North in general; and the Underdark leading to and from Menzoberranzan.

Motivations/Goals: Drizzt is a perfectionist, holding himself to standards that would be impossible for most people. He strives to attain the highest ideals in all he attempts, yet he is careful not to impose his standards on others. Despite the harsh treatment he has received from the "good" races of the world, Drizzt remains a valuable ally and dear friend to those close to him.

Campaign Uses: Since he has become one of the most popular characters in the Realms, many players look forward to having their characters meet Drizzt during an adventure. If this occurs, it should be in a situation where Drizzt is not the star of the scenario at the expense of the PCs. Despite his powers and his appeal, the player characters are the central figures of the campaign and should remain so.

Sources: Homeland, Exile, Sojourn, The Crystal Shard, Streams of Silver, The Halfling's Gem, The Legacy, Starless Night, Siege of Darkness, Passage to Dawn.

Unique Abilities:

  • Kick Attack: In addition to his normal attacks, Drizzt can lash out with his foot each round. He usually only uses this attack when in trouble or to surprise his opponents, who suffer backstab damage from the attack.
  • Backstab: Drizzt's stealth allows him a backstab attack as a thief of the same level, giving him x5 damage on any such attack, adding to his already enormous fighting advantages.
  • Precision Attacks: Drizzt's attacks are so accurate, and his wicked cuts so perfect that whenever his attack roll exceeds the minimum required for a hit by more than five, he scores double weapon damage (this also applies to the backstab) and has a base 10%, plus or minus 3% per level difference between him and his opponent, chance of killing the foe instantly.
  • Whirlwind Attack: This special maneuver was created by Drizzt, incorporates all his skill and mastery of swordsmanship. It is an attack where he twirls his blades up and down his body like a corkscrew, as he spins towards his opponents. This maneuver is in effect, both an attack and parry for the whole round, this gives him AC -10 despite what he is wearing. This also renders him immune to all attacks but called shots and naturally rolled 20's. All who fail to successfully hit him with their attacks suffer 1 or 2 attacks from his scimitars as they twirl about his body. Anyone struck in this way is must roll 1d4 and divide the results by 2, if hit only once the victim is struck by Twinkle*, otherwise the victim is hit by both scimitars. This attack can be used for up to five rounds at a time; otherwise it can be used at will.

    Guenhwyvar: AC 4; MV 15; HD 6+6; hp 45; THAC0 13; #AT 3; Dmg 1d4(x2)/1d12; SA rear claws rake for 2d4(x2) if both front paws score hits; SD never surprised; SZ M (6' long); ML fanatic (18); AL N; XP 1,400.
    Drizzt's closest companion is the animal that emerges from his figurine of wondrous power, the onyx panther called Guenhwyvar. The panther can be summoned forth from the figurine up to three times per week, for a total of 24 hours altogether during that time. If she is slain while activated, she returns to the figurine and can be called forth again later.
    While Guen cannot speak, it is clear that the panther dearly loves her drow master and his comrades. On occasions too many to number, Guen's fighting prowess and sharp claws have been the difference between victory and defeat for Drizzt.

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