Drizzt
Do'Urden Stats for 3rd Edition D&D
Original
design by Dale Donovan, based on the character created
by R. A. Salvatore
Updated for 3rd Edition D&D by Stephen
Kenson
As
we usher in a new edition of the D&D game,
were giving some of its characters a bit of
a facelift. Lets start with a new take on stats
for one of the Forgotten Realms all-stars:
the dark elf Drizzt DoUrden. (A previous version
of this description appeared in The Heroes
Lorebook sourcebook.) These updated stats let
you introduce Drizzt right away as an NPC in your
new Realms campaign.
Male
Drow (Dark Elf), 16th-Level Ranger
Strength
........ 13 (+1)
Dexterity
....... 21 (+5)
Constitution
... 15 (+2)
Intelligence
.... 17 (+3)
Wisdom
........ 17 (+3)
Charisma
...... 14 (+2)
Fortitude
Save +12
Reflex
Save +12
Will
Save +8
Alignment
Chaotic good
Speed
30 ft.
Size
M
Initiative
+9 (Improved Initiative)
Armor
Class 24 (+5 Dex, +9 armor)
Hit
Points 92
Attack
Bonus +16/+11/+6/+1 (primary weapon), +17/+12 (secondary
weapon).
Skills:
Animal Empathy +6, Bluff +3, Climb +5, Handle Animal
+5, Heal +4, Hide +12, Intuit Direction +9, Jump +5,
Listen +6, Move Silently +12, Ride +8, Rope Use +4,
Search +8, Spot +9, Track +12, Wilderness Lore +10
Feats:
Ambidexterity (ranger bonus feat), Blind-Fight, Dodge,
Expertise, Improved Initiative, Improved Two-Weapon
Fighting, Lightning Reflexes, Two-Weapon Fighting
(ranger bonus feat)
Ranger
Spells (3/3/2/1): Drizzt is a follower of Mielikki,
the goddess of the forest. Ranger spells he typically
has prepared include: 1st--animal friendship, entangle,
pass without trace; 2nd--detect evil, hold
animal, protection from elements; 3rd --control
plants, neutralize poison; 4th--nondetection.
Special:
As a ranger, Drizzt gains a bonus to Bluff, Listen,
Spot, and Track, as well as damage rolls against the
following types of creatures: goblinoids (+4), magical
beasts (+3), evil outsiders (+2), and vermin (+1).
As a drow, he can use the following spell-like abilities,
each once per day, as a sorcerer of his level: dancing
lights, faerie fire, and darkness. He has
darkvision and +2 to saving throws against spells
and spell-like effects; hes lost his normal
spell resistance, as hes been on the surface
too long.
Languages:
Drizzt speaks Common, Elven, Dwarven, and Undercommon
(the language of the Underdark).
Possessions:
mithral chain mail +4, a frostbrand +3
scimitar (named Icingdeath), a defender +5
scimitar (named Twinkle), and a figurine of wondrous
power, an onyx panther named Guenhwyvar (see the
end of this entry for more information). Drizzt carries
a mix of adventuring gear, including some drow and
dwarven equipment.
Appearance:
Somewhat larger than a typical dark elf, Drizzt stands
54" and weighs about 130 lbs. His handsome
features are sharp and well proportioned; his white
hair is long, flowing, and smooth. His violet eyes
are windows to his passionate soul. He normally wears
a fur-collared forest-green cloak and high black boots.
It has been more than 70 years since he first ventured
into the surface world and at present he is in the
neighborhood of 140 years oldstill a young adult
by elven standards.
Background:
It would be impossible to recount all of Drizzt's
legendary adventures (described in a series of novels
by R. A. Salvatore, see Sources). The major
events of his life are described here.
Drizzt
was born into the ninth house of Menzoberranzan, called
Daermon Nashezbaernon, more commonly known
as DoUrden, on the night when that house wiped
out one of its rivals. As a male in the matriarchal
society of the drow, Drizzt was trained by his father,
Zaknafein, to be a warrior.
Drizzt
was first dienchanted and then disgusted by the corrupt,
vicious nature of drow culture. He sought some means
of escape. In the meantime, his family came to realize
his abhorrent (to them) principles, and his father,
the houses Weapons Master, gave his life to
save his son when the familys matriarch wanted
Drizzt executed as a traitor.
The
path of Drizzts life took an irrevocable turn
away from the evil ways of his kind when he killed
Masoj Hunett, a drow who had been using a figurine
of wondrous power for tawdry assassinations and
other detestable work. In the magical panther named
Guenhwyvar, Drizzt sensed a kindred spirit -- a fierce
but brave and loyal warrior trapped in the drows
dark world of deceit. Drizzt liberated Guen from Hunett,
and later fled Menzoberranzan entirely.
He
and Guen wandered the Underdark for a decade, always
moving, until they found a grotto tended by the fungus
people known as the myconids. While there was life
here, Drizzt was still profoundly lonely. His only
companion was Guen, and the magic that brought her
to this world also sent the cat away all too often.
Not
long thereafter, he discovered a city of svirfneblin,
gnomes that live in the Underdark. This was what he
had been seeking: a civilization that valued the same
concepts of honor, loyalty, and goodness that he did.
Careful not to reveal himself to the gnomes right
away, Drizzt stealthily made his way into, around,
and then back out of the city he learned was called
Blingdenstone.
Later,
convinced that this was the life he was destined to
have, Drizzt reentered the city -- only to be taken
prisoner by the wary gnomes. Fortunately, he came
into contact with a deep gnome he had met once before.
Before Drizzt fled from drow society, he had been
assigned to go on a patrol. This patrol encountered
a group of deep gnomes and killed them all -- except
for one warrior named Belwar Dissengulp. Drizzt, hoping
to save at least one life from being massacred, pleaded
with the other elves to spare this ones life
-- arguing that it would be better to allow him to
return to his people and tell of drow ferocity than
just leave another corpse. Drizzts brother Dinin
did agree to let the gnome live, but chopped off both
of Belwars hands first.
When
Drizzt again met Belwar, the gnome had two great metal
hammers attached to his wrists in place of his hands.
Belwar, remembering that Drizzt had saved his life,
convinced the other gnomes to give him a chance. Drizzt
proved himself soon thereafter when he, Belwar, and
a pech named Clacker who had been polymorphed into
a hook horror by a mad wizard worked together to defeat
the wizard and the mind flayers that were in the area.
During this time Drizzt also found himself facing
his deceased father in combat. Zaknafen had been brought
back as one of the undead by an unholy drow ritua.
But, knowing that the creature was not truly his father,
Drizzt spared no effort in destroying it.
Feeling
he needed to put yet more distance between himself
and his drow past, Drizzt fled to the surfilce world,
where he witnessed a sunrise for the first time in
his life.
He
eventually met the blind ranger Montolio "Mooshie"
DeBrouchee, who taught Drizzt the ways of the surface
world and the concepts of being a ranger, and introduced
him to the existence of the goddess Mielikki, the
Lady of the Forest. With Mooshies help, Drizzt
began his career as a ranger, defeated a large band
of orcs, and vanquished a pair of barghests.
After
Mooshie passed away, Drizzt again took to wandering,
this time on the surfac world. After a time he came
to Icewind Dale and the region known as Ten Towns.
Under the terms of a deal he made with Cassius, the
regions leader, Drizzt took up residence in
the area in exchange for his regular patrolling of
the region to watch out for incursions of barbarians.
Before
long, Drizzt met the dwarf who was to become one of
his dearest friends: Bruenor Battlehammer, who busy
battling a remorhaz at the time. By the time Drizzt
arrived to help, the beast was dead. Drizzt also came
to know the dwarfs adopted human daughter Catti-brie
and the halfling Regis.
When
Bruenor spared the life of one of the barbarians who
later attacked Ten Towns, Drizzt became acquainted
with Wulfgar. Over time, the young man matured, due
in no little measure to Drizzts training him
to use his brain as well as his brawn in battle.
This
training was put to good use when a power-mad mage
attacked Ten Towns with a horde of humanoids. The
townsfolk, barbarians, and heroes defeated the humanoids,
and Drizzt overcame the tanarri Errtu.
Drizzt
and the other members of the band later accompanied
Bruenor on his quest to retake his ancestral homeland,
Mirthal Hall. It was here that Drizzt met for the
first time the man who would become his nemesis. The
human assassin Artemis Entreri was originally after
Regis the halfling, but found his mirror image, and
his real foe, in Drizzt. After a battle with Drizzt
that proved inconclusive, Artemis kidnapped Regis,
and the heroes followed him all the way to the distant
southern city of Calimport to rescue their friend.
Drizzt and Artemis met once more, but again there
was no clear winner.
After
releasing Regis, the heroes returned north and did
reconquer Mithral Hall. All seemed peaceful for a
time, but then drow spies found a way into Mirthral
Hall from below, and Artemis returned, magically disguised
as Regis.
Drizzt
eventually found where Artemis was holding the real
Regis, and the ranger and the assassin again did battle.
They were both attacked by drow before any conclusion
could be reached, however. They fought again later,
and Artemis fell over a cliff. Wulfgar met his end
at this time when, caught in the grasp of a handmaiden
of Lolth, he used his magical hammer to collapse the
ceiling onto them both.
Drizzt
soon decided that he had to return to Menzoberranzan
to put an end to the drow meddling in his life, and
Catti-brie followed him. The pair eventually discovered
that Artemis was still alive and working for the drow
-- though he suspected he was being used and would
be killed as soon as he had done what the drow wanted
of him. When the time came to flee back to the surface,
the three of them worked together to defeat the drow.
Artemis and Drizzt seemed to have come to an accord
and parted without further violence.
The
same could not be said for Drizzt's other enemies.
The drow, the fiend Errtu, and others all conspired
in an attempt to bring down Drizzt and Mithral Hall.
An army of drow and humanoid slaves invaded, and it
took the combined forces of the dwarves, the deep
gnomes, and the humans to defeat them.
Deciding
again it was time to move on, Drizzt and his dear
friend Catti-brie rode away from Mithral Hall. At
present that is where Drizzt's tale ends -- but what
is yet to be told is likely to be as thrilling as
what has come before.
Sources:
Homeland, Exile, Sojourn, The Crystal Shard, Streams
of Silver, The Halflings Gem, The Legacy, Starless
Night, Siege of Darkness, Passage to Dawn,
The Silent Blade, Spine of the World,
Servant of the Shard (October 2000)
Guenhwyvar:
Medium magical beast; HD 6d8+18; hp 45; Init +7 (Improved
Initiative); Spd 30'; AC 16; Atk +11/+11/+6 melee
(1d4 [x2] claws, 1d12 bite, 2d4 [x2] rake if both
claws hit); SA spring; SD scent; AL N; SV Fort +8,
Ref +8, Will +3; Str 22, Dex 16, Con 16, Int 9, Wis
12, Cha 10.
Skills
and Feats: Hide +8, Listen +6, Move Silently +10,
Spot +8, Improved Initiative
Special
Attacks: Spring: If Guenhwyvar leaps on
a foe during the first round of combat, she can make
an all-out attack even if she has taken a move action,
she can also make a grapple attack as a free action.
Special
Defenses: Scent: Guenhwyvar can detect
other creatures within 30' by scent and gains +8 to
tracking rolls.
Drizzts
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 reverts to the figurine
form, and can be called forth again later.
While
Guen cannot speak, it is clear the panther dearly
loves her master and his comrades. On occasions too
many to number, Guens fighting prowess and sharp
claws have been the difference between victory and
defeat for Drizzt.
Steve Kenson has been a freelance writer in the
RPG industry for five years and a gamer for far longer
than he'd care to admit. He's written for a number
of games including Shadowrun, Marvel Super Heroes,
and Dragonlance: Fifth Age. His work
appears regularly in Dragon magazine.
Steve maintains
a website with his gaming articles and information
about his current projects. You can email him at talonmail@aol.com.
*
The official version of this character in future printed
products may vary from what is presented here.