Beruflich Dokumente
Kultur Dokumente
Goblin Archer AC 15(chain mail) move 20; HD 1; HP 5; ATK +0; DMG 1d6 flight
arrows or 1d4 dagger SZ S (4); ML average (10); Int low (6); AL LE; XP 35.
I didnt include the goblins here because I already included a different groups stats
I dont give the gnolls stats here because Ive already given Gnoll stats before but add
flight arrows (1d6 damage)
I dont give the orcs stats here because Ive already given orc stats
I didnt put the Mini Flesh Golem stats here because I already put them earlier
I didnt put the Skeleton stats here because I already put them earlier
I didnt put the Zombie stats here because I already put them earlier
I didnt put the Zombie stats here because I already put them earlier
I didnt put the Skeleton stats here because I already put them earlier
Rats, normal (20): AC 13; MV 20; HD 1/4; hp 1
each; ATK +0; #AT 1; Dmg 1 (bite); SZ S (1);
ML unreliable (3); Int non- (0); AL N; XP 7.
Rumblebellys Stats
(Regis Stats)
for those of you who dont know Rumblebelly is Bruenors nickname for Regis.
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
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).
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.
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)
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.
* The official version of this character in future printed products may vary from what is
presented here.
Id like to thank Wizards of the Coast for putting out such a great game, R.A. Salvatore
for making such great stories, and you for using my conversion. Thanx! ^_^