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DRIZZT DO’URDEN CR 17 (ECL 18) Darkvision (Ex): Drizzt can see in the dark, out to 120 feet.

(Ex): Drizzt can see in the dark, out to 120 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and a creature that has
Male drow fighter 10 / barbarian 1 / ranger 5
darkvision can function just fine with no light at all.
CG Medium humanoid (elf)
Light Blindness (Ex): Blinded (-2 AC, loses his Dexterity bonus, moves at half
Init +9; Senses darkvision 120 ft.; Listen +20, Spot +15
speed, takes a -4 penalty on Search checks and most Strength- and
Languages Common, Drow Sign Language, Elven, Goblin, Undercommon
Dexterity-based skill checks. All checks and activities that rely on vision
AC 23, touch 14, flat-footed 19; Dodge, Mobility; +2 defending scimitar
automatically fail. All opponents are considered to have total concealment
(+4 Dex, +9 armor)
(50% miss chance) relative to the blinded character) for 1 round in daylight,
hp 128 (16 HD)
then dazzled (-1 penalty on attack rolls, Spot and Search checks) when still
Immune sleep
in daylight.
SR 27
Rage (Ex): When in a rage, Drizzt cannot cast spells or activate magic items that
Fort +15, Ref +12, Will +7 (+2 against spells and spell-like abilities)
require a command word, a spell trigger, or spell completion to function. He
Weakness light blindness
may prematurely end his rage. At the end of his rage, he becomes fatigued
Speed 40 ft. (8 squares) (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the
Melee +3 frost scimitar +21/+16/+11/+6 (1d6+6 +1d6 cold, 15-20) or duration of the current encounter. Entering a rage is a free action. When
Melee +3 frost scimitar +17/+12/+7/+2 (1d6+6 +1d6 cold, 15-20) and raging, Drizzt has the following statistics:
+2 defending scimitar +16/+11 (1d6+4, 15-20) AC 22, touch 12, flat-footed 17
Base Atk +16; Grp +17 hp 160 (16 HD)
Atk Options Blind-Fight, Combat Reflexes, Quick Draw, favored enemies Fort +17, Will +9
(goblinoids +4, magical beasts +2), rage 1/day (7 rounds) Melee +3 frost scimitar +23/+18/+13/+8 (1d6+8 +1d6 cold, 15-20) or
Ranger Spells Prepared (CL 2nd): Melee +3 frost scimitar +19/+14/+9/+4 (1d6+8 +1d6 cold, 15-20) and
1st—detect animals or plants
+2 defending scimitar +18/+13 (1d6+5, 15-20)
Spell-Like Abilities (CL 16th):
Grp +19
1/day—dancing lights, darkness, faerie fire
Abilities Str 17, Con 19
Abilities Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14
SQ none
SQ able to notice secret or concealed doors, wild empathy +9 (+5 magical
Skills Climb +10, Jump +10, Listen +20, Ride +9, Spot +15, Survival +10
beasts)
Feats Blind-Fight, Combat Reflexes, Dodge, Mobility, Endurance, Improved
Critical (scimitar), Improved Initiative, Improved Two-Weapon Fighting,
Quick Draw, Track, Two-Weapon Fighting, Twin Sword Style, Weapon Focus
(scimitar), Weapon Specialization (scimitar)
Skills Climb +8, Handle Animal +9, Hide +13, Jump +8, Knowledge (nature) +7,
Listen +20, Move Silently +15, Ride +9, Search +13, Spot +15, Survival +10,
Use Rope +7
Possessions +4 mithral chainmail, Icingdeath (+3 frost scimitar), Twinkle (+2
defending scimitar), figurine of wondrous power: onyx panther (see below)
FIGURINE OF WONDROUS POWER: ONYX PANTHER She can detect opponents within 30 feet by sense of smell. If the opponent is
upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.
This magical figurine summons the black panther Guenhwyvar, friend and loyal
Strong scents such as smoke or rotting garbage, can be detected at twice
companion of Drizzt. She can be summoned every other day for a period of
those ranges. Overpowering scents, such as skunk musk or troglodyte
6 hours. If slain, she reverts to her figurine form and cannot be summoned
stench, can be detected at triple normal range.
for 48 hours. She has the following statistics:
When Guenhwyvar detects a scent, the exact location of the source is not
revealed—only its presence somewhere within range. She can take a move
GUENHWYVAR CR 3 action to note the direction of the scent. Whenever she comes within 5 feet
Female panther of the source, she pinpoints that source’s location.
N Medium animal Skills: Guenhwyvar has a +8 racial bonus on Balance, Climb, and Jump Checks.
Init +4; Senses low-light vision, scent; Listen +6, Spot +6 She has a +4 racial bonus on Hide and Move Silently checks. In areas of tall
Languages understands Common and Undercommon grass or heavy undergrowth, her Hide bonus improves to +8. Guenhwyvar
AC 15, touch 14, flat-footed 11; (+4 Dex, +1 natural) can choose to take 10 on a Climb check, even if rushed or threatened.
hp 39 (6 HD)
Fort +7, Ref +9, Will +3
Speed 40 ft. (8 squares); climb 20 ft.
Melee bite +8 (1d6+3); or
Melee bite +8 (1d6+3) and 2 claws +6 (1d3+1)
Base Atk +4; Grp +7
Atk Options improved grab, pounce, rake
Abilities Str 16, Dex 19, Con 15, Int 6, Wis 12, Cha 8
Feats Alertness, Multiattack, Weapon Finesse
Skills Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +11,
Spot +6
Improved Grab (Ex): To use this ability, Guenhwyvar must hit a Small or smaller
creature with its bite attack. She can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If she wins the
grapple check, she establishes a hold and can rake.
Low-Light Vision (Ex): Guenhwyvar can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of shadow illumination. She
retains the ability to distinguish color and detail under these conditions.
Pounce (Ex): If Guenhwyvar charges a foe, she can make a full attack, including
two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1.
Scent (Ex): Guenhwyvar can detect approaching enemies, sniff out hidden foes,
and track by sense of smell. She can identify familiar odors just as humans
do familiar sights.

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