Elf [AD&D]

Description

Elves are of various sorts, including a marine race, all of which are detailed here. They have only a loose social structure based on independent bands (20 to 200 warriors) which owe allegiance to an overlord (duke, princess, king or queen).

For every 20 elves encountered there will be a leader. For every 40 elves encountered there will be an additional leader with Empathic abilities (Mystic, Sorcerer, or Mystic/Sorcerer EMP asset = 5/8). If 100 or more elves are encountered there will be the following additional figures: one warrior with EMP = 7/13; two warriors with EMP = 6/11; and a warrior with EMP = 6/10. If over 160 elves are encountered their leaders will be a warrior with EMP = 8/15; a warrior with EMP = 6/11; and these leaders will have two special retainers each: a warrior with EMP = 6/11; and a warrior with EMP = 6/10. These are also in addition to the group indicated. If encountered in their lair there will also be these extra figures: a warrior with EMP = 7/13; a warrior for every 40 elves in the group; a fighter with EMP = 5/8 for every 40 elves in the group; two fighters; and females and young equal to 100 percent and 5 percent respectively.

Leaders and additional warriors will be the most experienced elves in the group.

Elves of all sorts make their home secure by locating it in secluded copse, wood and forest. They typically (65 percent) have 2-12 giant eagles as guards for their lair.

Although elves do not favor horses, certain bands of elves will have female fighters who will be mounted on unicorns, although this is rare (5 percent) and only from 10-30 of such warrior elf maids are typically encountered.

When in natural surroundings such as a wood or meadow, elves can move silently and blend into the vegetation so as to be invisible (Stealth 8/16) as long as they are not attacking.

Elves have a Willpower asset of 18 regardless of their Empathic abilities. They have infravision (treat as IR scope, short range = 3 meters).

Elves are able to speak the tongue of goblins, orcs, hobgoblins and gnolls, in addition to common, elvish, halflingish, and gnomish.

Description: Elves are slim of build and pale-complected. Their hair is dark, and their eyes are green. Their garb is typically pastel and of blue or green or violet (but often covered by a greenish or gray cloak). The life span of these creatures is a dozen centuries long.

Aquatic Elf: Also called sea elves, they are akin to mermen as land elves are to men. Found almost exclusively among heavy weed beds in quiet sheltered salty waters, they are great friends of dolphins. They fashion caverns in lagoon bottoms and reefs where they live and work. They trade with land elves — metal goods (they are unable to forge underwater) for rare items found in the sea. For every 20 sea elves, there is a 50 percent chance that they are accompanied by 1-3 friendly dolphins.

Aquatic elves speak only elvish.

They are humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Seaweed affords little or no hindrance to their movement. They are invisible in weeds or on reefs. They are mortal enemies of sharks and sahuagin, and will attack either if the elves outnumber them. They are friends to dolphins and land elves and neutral to all others except for fishermen, whom they dislike due to the number of elves snared in nets and killed mistakenly as sahuagin by these ignorant humans.

Drow: The "Black Elves," drow, are only legend. They purportedly dwell deep beneath the surface in a strange subterranean realm. The drow are said to be as dark as faeries are bright and as evil as the latter are good. Tales picture them as weak fighters by strong Empaths.

Grey Elf (Faerie): These noble elves are the rarest and most powerful of their kind. They are more intelligent (INT: 9), and those few with supra-genius abilities can become powerful Empaths. They are very reclusive, live in isolated meadowlands, and never associate with any other humanoids, other than evles, for long — or with frequency. Gray elves often (50 percent) have hippogriffs as steeds (70 percent) or actually use griffons as guards/mounts (30 percent). They speak the same languages as do high elves. Grey elves have either silver hair and amber eyes or pale golden hair and violet eyes. The latter sort are generally called faeries. They favor white, yellow, silver, or gold garments. Their cloaks are often deep blue or purple. They live beyond the age of 1500 years.

Half-Elf: All half-elves are of human stock. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf (165 cm) and weighing about 70 kg. Half elves life 250 years.

Wood Elf: Sometimes called sylvan elves, these creatures are very reclusive and generally (75 percent) avoid all contact. Wood elves are more neutral than other elves. They are unusually strong for elves (STR: 7), but they are not quite as intelligent (INT: 7). The lair of a band of wood elves is usually (70 percent) guarded by 2-8 giant owls (80 percent) or by 1-6 giant lynx (20 percent). They live in primeval forests and distant woodlands. Wood elves speak only elvish and the languages of certain woods animals and treants. Their complexions are fair, their hair is yellow to coppery red, and their eyes are light brown, light green, or hazel. They wear russets, reds, browns and tans. Their cloaks are usually green or greenish brown. Wood elves have a lifespan of centuries.

Elves typically are armed and armored at the world's current tech level.

Associated Games/Campaigns

Advanced Dungeons & Dragons

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Originally Published:  2004-03-13
Last Updated: 2011-03-28
Original Concept:  TSR, Inc.
Final Design: Gerry Harris
 

Name: Elf [AD&D]
Encounter Type
: NPC
Category: Stock NPC
Level Long Service 
Weight: 56 kg (size 6.12) (150 cm tall)
Size:  1×1 (1-meter grid squares)
Hits: 12/24

Homeworld Data

Starport:  N/A
Size
:  Large (8)
Gravity:  1.0 G

Atmosphere
:  Standard (6)
Hydrographics:  Wet (7)
Population:  N/A 
Government:  N/A
Law Level:  N/A 
Tech Level:  N/A

Combat Abilities

Initiative:  Per Experience Level
Combat Assets:  Per Experience Level

Other Assets
Skill Level Asset
Stealth 8 Per Experience Level
Willpower 10 Per Experience Level

Armor
Head Chest Abdomen Arms Legs

Move
Ground Water Air Tunneling
10/20/30

Supplemental Data
STR Per Experience Level INT Per Experience Level +2
AGL Per Experience Level +2 EDU Per Experience Level +2
CON Per Experience Level CHR Per Experience Level +2
EMP:  0

Hit Record

Scratch 0 -1 Initiative
Slight 00000 00000 0 -1 Initiative (-2 Total)
Serious 00000 00000 0 -1 Initiative (-3 Total), ½ Strength
Critical 0 Unconscious