Medium fey humanoid , drow
Level 21 Solo Skirmisher XP 16000
Initiative +19 Senses Perception +18; Darkvision
HP 764; Bloodied 382
AC 35; Fortitude 34, Reflex 35, Will 32
Saving Throws +5
Speed 7 see also undisturbed stride
Action Points 2
Twinkle (standard, at-will) Radiant, Weapon
+26 vs AC; 2d8+13 damage (crit 22 + 3d8 + 5d10 radiant). Miss: 7 damage. Drizzt can change Twinkle’s damage type to radiant as a free action.
Icingdeath (standard, at-will) Cold, Weapon
+26 vs AC; 2d8+13 damage (crit 22 + 3d8 + 5d6 cold). Miss: 7 damage. Drizzt can change Icingdeath’s damage type to cold as a free action.
Taulmaril (standard, at-will) Force, Weapon
Ranged 20/40; targets two enemies; +24 vs Reflex; 2d10+9 force damage (crit 29 + 5d6 force damage, and the target is knocked prone).
Four-Fang Assault (standard; requires a weapon in each hand, at-will) Weapon
Drizzt makes three melee basic attacks (no more than two can be made with the same weapon), and he shifts 1 square before the first attack and after each attack. After the attacks are made, Guenhwyvar shifts 1 square, and then makes a melee attack as a free action
Neutralizing Parry (immediate interrupt, when an enemy hits drizzt with a melee attack, at-will) Weapon
Drizzt makes a melee basic attack that deals half damage on a hit, but on a hit, the target is also weakened and grants combat advantage until the start of its next turn.
Spine of the World Avalanche (standard; requires a weapon in each hand, recharge ) Weapon
Drizzt makes up to five melee basic attacks, no more than two attacks on the same target. On each hit, the target is pushed 3 squares and knocked prone, and then Drizzt shifts 3 squares
Darkfire (minor, encounter)
Ranged 10; +24 vs Reflex; until the end of Drizzt’s next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment.
Cloud of Darkness (minor, encounter) Zone
Close burst 1; this power creates a zone of darkness that remains in place until the end of Drizzt’s next turn. The zone blocks line of sight for all creatures except Drizzt. Any creature entirely within the area, except for Drizzt and Guenhwyvar, is blinded
Hunter's Quarry (minor; at-will)
Drizzt designates his closest enemy as his quarry until the end of the encounter or until he designates another quarry. Once per round, on a hit, Drizzt can deal 3d8 extra damage to his quarry.
Enemies adjacent to Drizzt do not benefit from concealment, total concealment, or invisibility.
When Drizzt shifts, he can shift 3 squares instead of 1 square and he ignores difficult terrain.
Alignment Good Languages Common, Dwarven, Elven, Goblin
Skills Acrobatics +22, Dungeoneering +18, Nature +18, Stealth +28
Str 22 (+16) Dex 24 (+17) Wis 17 (+13)
Con 15 (+12) Int 15 (+12) Cha 13 (+11)
Equipment: +5 mithral chainmail, Twinkle (scimitar), Icingdeath (scimitar), Taulmaril (longbow), +4 elven cloak, Guenhwyvar, anklets of speed, mask of disguise, quiver of Anariel (endless quiver), holy symbol (Mielikki)
Description: You spot a shadow in the rocks ahead—a figure, wrapped in a dark cloak, blends almost seamlessly with the background. A dark-skinned face, almost completely hidden by a cowl, watches you intently as you approach. But then, noticing your attention, the figure leaps forward. His dark skin and white hair give him away as a drow, but his twin scimitars reveal him as the most famous drow in all Faerûn: Drizzt Do’Urden.
Published in Dungeon Magazine 171, page(s) 100.