Zar'koth Nightwolf

Level 1 Drow Elf (Drow) Ranger

Available with DM subscription
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
9 (-1)
CHA
13 (+1)

Defense

Armor Class 14 (Leather armor (+3 Dex, +1 armor))
Hit Points 11 (1d10 + 1 +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Dexterity, Strength
Skills Stealth +5, Survival +4, Athletics +3, Perception +4, Sleight of hand +5

Features

The Dream-Spawned Companion

Custom Level 1
Special

A young black dragon hatchling (roughly the size of a large cat, with stubby wings and ink-black scales) follows Zar'koth after appearing the morning following his prophetic dream. It is a non-combatant companion at this level: it can fly 20 feet, scout small passages, deliver tiny objects, and share his camp. It has 10 HP, AC 13, and a venomous nip dealing 1d4 Poison damage if cornered. It may grow in significance as Zar'koth's legend does.

Weapon Mastery

Class (Ranger, level 1) Level 1

You can use the mastery properties of two weapon types: Longbow (Slow — when you hit with the attack's first target, its Speed is reduced by 10 feet until the start of your next turn) and Shortsword (Sap — when you hit, the target has Advantage on the next attack roll against you before your next turn ends).

Favored Enemy: Aberrations

Class (Ranger, level 1) Level 1

You have Advantage on Wisdom (Survival) checks to track Aberrations, as well as on Intelligence checks to recall information about them. A lifetime in the deep Underdark taught Zar'koth the tell-tale signs of things that should not be.

Natural Explorer: Underdark

Class (Ranger, level 1) Level 1

While exploring caverns and tunnels (Underdark terrain), you ignore difficult terrain, always recall the layout of places you've been, and remain alert for hazards even while doing something else.

Alert

Background (Criminal) Level 1

Initiative Proficiency: add your Proficiency Bonus to Initiative rolls. Initiative Swap: immediately after rolling Initiative, you may swap it with a willing ally who isn't Incapacitated.

Darkvision (Superior)

Species (Drow) Level 1

You can see in Dim Light within 120 feet of you as if it were Bright Light and in Darkness as if it were Dim Light. You discern colors in that Darkness only as shades of gray.

Trance

Species (Elf) Level 1

You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a motionless, inactive state.

Fey Ancestry

Species (Elf) Level 1

You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses

Species (Elf) Level 1

You gain proficiency in the Perception skill.

Spellcasting

Wisdom DC 12 +4 to hit Level 1: 2 slots

Ranger (2024 rules): 2 prepared spells at level 1, Wisdom-based.

Hunter's Mark

Level 1 Ranger spell list
Divination Bonus Action 90 feet V

Choose a creature you can see. You have Advantage on attack rolls against it, and when you hit it with a weapon attack you deal an extra 1d6 damage. Concentration, up to 1 hour.

Cure Wounds

Level 1 Ranger spell list
Abjuration Action Touch V, S

A creature you touch regains 1d8 + your spellcasting modifier (2) Hit Points.

Behind the character

Character Information

Zar'koth Nightwolf is a lean, wiry drow in his early second century of life, standing tall among his kind with the quiet, coiled readiness of a hunter who has learned that survival depends on seeing trouble before it sees him. His slate-grey skin is weathered by decades of Underdark exile, and his long white hair is braided back with a single silver ring — a stolen heirloom of House Xylos'zar, the last physical tie to the life that was taken from him. His pale lilac eyes carry a wary, haunted quality, the look of a male who has lost everything and now guards what little remains with obsessive vigilance.

He dresses for function over ornament: patched dark leather armor beneath a hooded grey-green cloak mottled to mimic the lichen patterns of cavern walls, allowing him to melt into shadow and stone alike. A longbow of pale cavern-fungus wood rides across his back beside a quiver of grey-fletched arrows, and a shortsword with a wolf-head pommel — the source of his chosen surname — hangs at his hip. Every piece of his gear is chosen for silence and practicality, the tools of a man who cannot afford to be found.

His constant companion is an impossibility he cannot explain: a young black dragon hatchling, roughly the size of a large cat, with stubby wings and glossy ink-black scales that seem to drink the light. Its amber eyes mirror his own watchfulness, fixed on whatever he studies. It appeared the morning after a prophetic dream — a dark figure wreathed in winged creatures laying a hand upon his shoulder — and it has refused to leave since.

Zar'koth is chaotic neutral by necessity rather than philosophy: he trusts slowly, loves deeply and dangerously, and answers betrayal with exile of his own making. He is a father without a child, a noble without a house, a wolf without a pack — and something in the deep dark has plans for him yet.

Before the adventure

Character Background

Zar'koth was born Zar'koth Xylos'zar, a son of a minor noble house in a drow city deep in the Underdark. House Xylos'zar was a mid-tier power — not great enough to challenge the ruling families, but proud, wealthy in fungus-farms and slave-taken ore, and ruthless in the way all Lolthite houses must be to survive. As a male, Zar'koth was never destined for power; he was trained as a hunter and scout, a useful instrument of the house's will, sent into the lightless tunnels to track rivals, recover stolen property, and quietly make problems disappear.

It was work he excelled at. His keen senses, his patience in the dark, and his instinct for the signs of aberrant things lurking in the deep passages made him one of the house's most reliable blades.

His downfall was not ambition, as it is for so many drow, but love. Zar'lissandra, heir to the matron mother, was meant for a political marriage that would elevate the house. Instead she found in Zar'koth something the web of Lolth had never offered her: affection without calculation. Their affair was long, careful, and ultimately discovered — and it produced a child, an act of treachery against the house's designs that could not be hidden once the matron learned of it.

In the brutal arithmetic of drow justice, Zar'koth should have died. But killing him outright risked scandal, and Zar'lissandra's value as a marriage pawn was too great to waste on a public execution. The matron chose a crueler sentence: the child was taken and sent to be raised by other drow, its parentage erased, and Zar'koth was exiled to the furthest reaches of the Underdark, stripped of his name and forbidden to return on pain of death.

He took the name Nightwolf in exile — the wolf being a surface beast he had only heard of in stories, a creature that hunts loyal to its pack, something he had lost and could never reclaim. For decades he survived in the borderlands between known drow territory and the truly lightless deep: hunting, scavenging, avoiding the patrols of houses that would profit from returning an exiled Xylos'zar head to their matron.

He learned the Underdark the way surface folk learn a forest — its water sources, its safe hollows, the migration patterns of its monsters, the tell-tale tremors and wrong-angled shadows that mark the presence of aberrations. He became, in truth, what the house had only used him as: a ranger of the deep dark, belonging to no one.

Then came the dream. In it, a dark figure stood surrounded by a swirling cloud of winged creatures, and it laid a single hand upon Zar'koth's shoulder — a gesture that was somehow both claim and blessing. He woke at dawn (or the Underdark's approximation of it) to find a small black dragon hatchling sitting near him, staring at him with amber eyes, as if it had been waiting for him to wake.

It has followed him ever since — scouting small passages, sharing his camps, perching on his shoulder with the possessive confidence of a creature that has decided something about him. Zar'koth does not know what it means. Dragons do not simply appear for exiled drow. Whatever the dark figure in his dream was, it has marked him, and the hatchling is the first sign of a destiny he cannot yet read.

Now he wanders both the Underdark and the surface world, taking work as a guide, a tracker, and a blade for hire when coin runs short. He tells no one his true name. But beneath the caution, two fires still burn: the hope of one day finding the child taken from him, and the question of what the dream-figure wants — and whether, when it comes to collect, the small black dragon at his side will be his salvation or his doom.

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