DRIZZT DO’URDEN
CR 17 (ECL 18)
Male drow fighter 10 / barbarian 1 / ranger 5 CG Medium humanoid (elf) Init +9; Senses darkvision 120 ft.; Listen +20, Spot +15 Languages Common, Drow Sign Language, Elven, Goblin, Undercommon AC 23, touch 14, flat-footed 19; Dodge, Mobility; +2 defending scimitar (+4 Dex, +9 armor) hp 128 (16 HD) Immune sleep SR 27 Fort +15, Ref +12, Will +7 (+2 against spells and spell-like abilities) Weakness light blindness Speed 40 ft. (8 squares) Melee +3 frost scimitar +21/+16/+11/+6 (1d6+6 +1d6 cold, 15-20) or Melee +3 frost scimitar +17/+12/+7/+2 (1d6+6 +1d6 cold, 15-20) and +2 defending scimitar +16/+11 (1d6+4, 15-20) Base Atk +16; Grp +17 Atk Options Blind-Fight, Combat Reflexes, Quick Draw, favored enemies (goblinoids +4, magical beasts +2), rage 1/day (7 rounds) Ranger Spells Prepared (CL 2nd): 1st—detect animals or plants
Spell-Like Abilities (CL 16th): 1/day—dancing lights, darkness, faerie fire
Abilities Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14 SQ able to notice secret or concealed doors, wild empathy +9 (+5 magical 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)
Darkvision (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 darkvision can function just fine with no light at all. Light Blindness (Ex): Blinded (-2 AC, loses his Dexterity bonus, moves at half speed, takes a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character) for 1 round in daylight, then dazzled (-1 penalty on attack rolls, Spot and Search checks) when still in daylight. Rage (Ex): When in a rage, Drizzt cannot cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. He may prematurely end his rage. At the end of his rage, he becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Entering a rage is a free action. When raging, Drizzt has the following statistics: AC 22, touch 12, flat-footed 17 hp 160 (16 HD) Fort +17, Will +9 Melee +3 frost scimitar +23/+18/+13/+8 (1d6+8 +1d6 cold, 15-20) or Melee +3 frost scimitar +19/+14/+9/+4 (1d6+8 +1d6 cold, 15-20) and +2 defending scimitar +18/+13 (1d6+5, 15-20) Grp +19 Abilities Str 17, Con 19 SQ none Skills Climb +10, Jump +10, Listen +20, Ride +9, Spot +15, Survival +10
FIGURINE OF WONDROUS POWER: ONYX PANTHER This magical figurine summons the black panther Guenhwyvar, friend and loyal companion of Drizzt. She can be summoned every other day for a period of 6 hours. If slain, she reverts to her figurine form and cannot be summoned for 48 hours. She has the following statistics:
GUENHWYVAR
CR 3
Female panther N Medium animal Init +4; Senses low-light vision, scent; Listen +6, Spot +6 Languages understands Common and Undercommon AC 15, touch 14, flat-footed 11; (+4 Dex, +1 natural) 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.
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. Strong scents such as smoke or rotting garbage, can be detected at twice those ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. 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 action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints that source’s location. Skills: Guenhwyvar has a +8 racial bonus on Balance, Climb, and Jump Checks. She has a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, her Hide bonus improves to +8. Guenhwyvar can choose to take 10 on a Climb check, even if rushed or threatened.