Characteristics[]
Drizzt Do'Urden, also called Drizzt Daermon N'a'shezbaernon, was a male drow ranger. He was an atypical drow who had forsaken both the evil ways of his people and their home in the Underdark, to become the legendary hero of the North.
His handsome features were sharp and well-proportioned and, like other drow, Drizzt's skin was black and his stark white hair was long, thick, and flowing. His eyes were a lavender hue (quite different from the drow race's typical red, even when he used his infravision, which normally caused eyes to glow red) and seemed to glow fiercely when he was angry or determined.
His vision was once accustomed to the pitch-blackness of the Underdark . However, many years after Drizzt first ventured onto the surface, his eyes adapted to the bright light of the world above. When using his infravision, the images, if held for a prolonged period of time, caused headaches and other symptoms of strain.
Thoughtful and sensitive to others, Drizzt held himself to the highest ideals but didn't expect the same of others. He credited his companion Catti-brie for imparting cultural awareness and tolerance upon him. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Drizzt was haunted by the danger he brought to those he befriended, thanks to the scrutiny of the clerics of Lolth and his other foes (notably the demon Errtu and the human assassin Artemis Entreri). Those he met perceived him as having a grim manner.
In his later years, Drizzt's goal was perfection of the body with his blades in battle. Drizzt did not want his god to dictate his actions; he had to agree with those actions himself.
The "Hunter"[]
On relatively rare occasions, Drizzt regressed into a bestial and instinctive state of mind that he identified as the "Hunter". The first time this happened was after Drizzt had fled from Menzoberranzan and was living in the wilds of the Underdark. For those ten years, he came close to being completely overwhelmed by this animalistic personality, but began learning to master it when he came close to harming some svirfneblin children. In the heat of battle, when his friends seemed to be in great danger or when he was alone in the wilderness, Drizzt would occasionally lose control over himself or give in to the urges of the Hunter, such as when he went back to his homeland to prevent harm from coming to his friends. Another example was when, during the war with King Obould Many-Arrows and his horde of orcs, Drizzt had thought Bruenor dead, and wasn't certain if his other friends were alive.
When Drizzt was the Hunter, he reached his physical apex, his skills honed to their utmost peak. His scimitars were like extensions of his own arms, and his senses were heightened beyond their normal capacity.
Drizzt's Weapons[]
Icingdeath was the nickname for Drizzt Do'Urden's main right-hand scimitar, while the left hand one was called Twinkle.
Icingdeath had a hilt made of black adamantite and the blade was made of silver with a diamond edge. Its handle was shaped like the head of a hunting cat. The sword was a magical (+3 in D&D) scimitar, with the powers of a frost weapon.
It was also a frostbrand weapon, able to absorb fire and heat, protecting its wielder against fire. It also had the ability to extinguish magical fire. For example, in some occasion it extinguished a portion of a wall of fire conjured by the powerful demon, Errtu. However, it could also be set on fire in order to harm trolls, though this was only when the magic of the blade was being repressed.
Drizzt Do'Urden found the weapon in 1356 DR, in the treasure pile of Ingeloakastimizilian the white wyrm, better known as "Icingdeath", and the weapon's namesake.
Twinkle was a magical defending scimitar (+2 in D&D) with an enchantment that made the blade sharper and the weapon more likely to strike true. This enchantment could be diverted in order to make the wielder better at parrying an opponent's blow. Twinkle had a star-cut azure sapphire on its pommel and when it detected danger nearby it softly glowed blue. It was partially empathic and could impart weak, base emotions upon its wielder.
The blade was given to Drizzt by Malchor Harpell in 1356 DR, when the Drizzt and the Companions of the Hall were chasing Artemis Entreri after he had kidnapped Regis, one of the members of the Companions.