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Drizzt Do'Urdenby Timothy Klanderud
Location: Forgotten Realms; however, there maybe a Parallel Universe copy as a Shadow Elves or Schattenalfen
10th-level Warrior-Elf (Attack Rank M)
4th-Level Magic Learned (as Shadow Elf)
6th-Level Shaman (as Shadow Elf, Druid Option, follower of Mielikki)
ARMOR CLASS: -7
MOVE: 120' (40')
HIT POINTS: 55
STR 12, DEX 18, CON 13, INT 16, WIS 15, CHA 12
Fighter Maneuvers (Lance Attack, Set Spear vs. Charge; Combat Options for Fighters);
half damage from dragon breath;
extra languages (elf, gnoll, hobgoblin, orc);
1 in 3 chance to detect secret and hidden doors;
immunity to ghoul paralysis; magic spells.
Common, Undercommon, Elven (Drow dialect),
Gnoll, Hobgoblin, Orcish,
Gnomish (Svirfneblin dialect) and Goblin
Spells by Level
1st: 2, 2nd: 2,
Innate Spells Knowledge:
1st: Fairie Lights, Fairie Fire,
None Drizzt has not attempted to learn more beyond his Innate Knowledge
Shaman Spells by Level
1st: 2, 2nd: 2, 3rd: 1
Shaman Spells Available:
1st: Detect Evil, Detect Magic, Darkness (Light*),
2nd: Know Alignment, Speak with Animal
3rd: Protection from Poison
Signaling (Drow Hand Sign)
Survival (underground/caves and forest/jungle),
Stealth (indoors/caves, forest/jungle, city/outdoors, mountains/hills)
Grand Master Normal Swords
Deflect (3) + disarm (save +4)
Mithral chain mail +4
+3 Normal Sword (scimitar named Twinkle)
Enchanments: Fire Resistance,
+5 Normal Sword (scimitar named Icingdeath)
Talents: Defending, Extinguishing, Flaming (*Situational)
Enchanments: Fire Resistance (Accumlative),
Mooshie's Longbow +2/+3 vs Dragonkind,
Quiver 20 arrows,
Dagger(sheathed in boot).
A figurine of wondrous power: onyx panther (named Guenhwyvar)
Three times per week, for a total of 24 hours
Guenhwyvar: AC 4; MV 150' (50'); HD 6+6; hp 45; THAC0 13;
#AT 3; Dmg 1d4(x2)/1d12, plus rear claws rake for 2d4(x2) if
both front paws score hits; SD never surprised; SZ M (6' long);
ML fanatic (12); AL N; XP 1,400.
Guenhwyvar regenerates on Astral Plane 1 hit point per hour.
Bracers of Blinding strike
Enchantments: Haste once per day
Boots of Elvenkind,
Cloak of Elvenkind,
book of races, book of wars, book of dragons, Diary,
holy symbol of Mielikki (necklace made out of scrimshaw),
Drizzt Do'Urden, also called Drizzt Daermon N'a'shezbaernon, was a male drow ranger.
He was an a typical drow who had forsaken both the evil ways of his people and their home in the Underdark, to become the legendary hero of the North.
Drizzt Do'Urden was a drow. He stood about 5'4" (1.63 m) tall and weighed about 130 pounds (59 kg). His handsome features were sharp and well proportioned and, like other drow, Drizzt's skin was black and his stark white hair was long, thick, and flowing. His eyes were a lavender hue (quite different from the drow race's typical red, even when he used his infravision, which normally caused eyes to glow red) and seemed to glow fiercely when he was angry or determined.
His vision was once accustomed to the pitch-blackness of the Underdark. However, many years after Drizzt first ventured onto the surface, his eyes adapted to the bright light of the world above. When using his infravision, the images, if held for a prolonged period of time, caused headaches and other symptoms of strain..
He normally wore a forest-green cloak that was given to him by the Weeping Friars upon his departure to Icewind Dale, high black boots, and a necklace attached to a white unicorn head, the symbol of his goddess, Mielikki, the goddess of rangers. This symbol was crafted for him by his good friend Regis from scrimshaw (the bone of the knucklehead trout found in Icewind Dale).
Thoughtful and sensitive to others, Drizzt held himself to the highest ideals but didn't expect the same of others. He credited Catti-brie for imparting cultural awareness and tolerance upon him. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Drizzt was haunted by the danger he brought to those he befriended, thanks to the scrutiny of the clerics of Lolth and his other foes (notably the demon Errtu and the human assassin Artemis Entreri). Those he met perceived him as having a grim manner.
In his later years, Drizzt's goal was perfection of the body with his blades in battle. Drizzt did not want his god to dictate his actions; he had to agree with those actions himself.
On relatively rare occasions, Drizzt regressed into a bestial and instinctive state of mind that he identified as the "Hunter". The first time this happened was after Drizzt had fled from Menzoberranzan and was living in the wilds of the Underdark. For those ten years, he came close to being completely overwhelmed by this animalistic personality, but began learning to master it when he came close to harming some svirfneblin children. In the heat of battle, when his friends seemed to be in great danger or when he was alone in the wilderness, Drizzt would occasionally lose control over himself or give in to the urges of the Hunter, such as when he went back to his homeland to prevent harm from coming to his friends. Another example was when, during the war with King Obould Many-Arrows and his horde of orcs, Drizzt had thought Bruenor dead, and wasn't certain if his other friends were alive.
When Drizzt was the Hunter, he reached his physical apex, his skills honed to their utmost peak. His scimitars were like extensions of his own arms, and his senses were heightened beyond their normal capacity.