Chaotic Good Man-sized Humanoid (elf) (5-ft, 92-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 20-200
SURPRISE: 33% — Others ~Auto (+34%)
SENSES: infravision
ARMOR CLASS: 5 (AR 5)
MOVE: 9" (Base 12")
HIT DICE: 1 + 1 (hp 6)
% IN LAIR: 10%
TREASURE TYPE: Individuals N — In Lair G, S, T
THAC0: 18
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: shot on the run, weapon bonus — Hits As: normal
SPECIAL DEFENSES: camouflage, resist (charm-sleep, 90%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: High+ (13+)
MORALE: +6%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: Common, Elvish, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Kobold, Orc
LEVEL: III (XP 52 + 2 per hp)
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 gray cloak). The life span of these creatures is a dozen centuries long.
Elves are often considered flighty or frivolous, and this is the case when they do not believe a matter to be of import. They concern themselves with the natural beauty around them, dancing and frolicking, playing and singing unless necessity dictates otherwise. Because elves love nature, they are not fond of ships or mines, but of growing things and the lands under the sky. They do not make friends easily, but friend or enemy is never forgotten.
Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They feast, but eat sparingly, drink mead and wine, but seldom become drunk from excesses. While they find well wrought jewelry a pleasure to behold, they are not overly interested in money or gain. Magic fascinates elves, however, and if they have a weakness it lies in this desire. If elves tend towards haughtiness and arrogance at times, they are not inclined to regard their friends and associates as anything other than equals.
Elves are of various sorts, including a marine race, all of which are detailed here.
These creatures are able to operate in two or more classes simultaneously, so fighter/clerics, for example, are possible. Note also that the level of proficiency may vary between the two or more classes one of these creatures is capable of performing in.
They have infravision to 60-ft.
When in natural surroundings such as a wood or meadow, elves can move silently (surprise on a 1-4) and blend into the vegetation so as to be invisible (requiring the ability to see invisible objects to locate them) as long as they are not attacking.
Note the bonus elves gain with bow or sword.
When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of +1 on their die rolls "to hit". [PHB 16]
Elves are also very quick and agile, so they can move, fire their bows, and move back all in the same round.
Elves are 90% resistant to charm and sleep spells of all sorts.
They note secret or hidden doors and the like from one-third to half of the time, depending on the care or magic with which they are hidden.
Elves are able to speak the tongue of goblins, orcs, hobgoblins, and gnolls, in addition to common, alignment, elvish, halflingish, and gnomish.
They have only a loose social structure based on independent bands which owe allegiance to an overlord (duke, princess, king or queen).
Aquatic Elf. Also called sea elves, they are akin to mermen as land elves are to men. 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. Aquatic elves use spears and tridents as weapons, usually in combination with nets. They do not use magic. They speak only elvish. Found almost exclusively among heavy weed beds in quiet sheltered salty waters, they are great friends of the 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% chance that they are accompanied by 1-3 friendly dolphins. 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 sea elves snared in nets and killed mistakenly as sahuagin by these ignorant humans.
Gray Elf (Faerie). These noble elves are the rarest and most powerful of their kind. Gray 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 1,500 years. They are more intelligent than other sorts (+1 on dice roll for Intelligence), and those few with Supra-genius abilities can become wizards. They speak the same languages as do high elves. They are very reclusive, live in isolated meadowlands, and never associate with any other humanoids, other than elves, for long—or with frequency. They usually are armored with chain mail and shield, and all carry swords. Gray elves often (50%) have hippogriffs as steeds (70%) or actually use griffons (3-12) as guards/mounts (30%).
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 (5½-ft) and weighing about 150 pounds. They are able to detect secret entrances and the like as elves do (one-third to one-half the time). Half-elves have normal infravision. They do not gain the sword and bow advantages of their elven stock, but half-elves are able to progress simultaneously in two or three categories, i.e. fighter/magic-user or fighter/magic-user/cleric (if Wisdom is 13 or greater). Half-elves normally may attain maximum levels of 6/6/4; if Strength is 17 or 18, the level of fighting ability can go to 7th or 8th. Similarly, if Intelligence is 17 or 18, half-elves can attain 7th or 8th level magic-user. Thus a half-elf can be a superhero/warlock/vicar (8/8/4). Half-elves are able to speak the same languages as elves—goblin, orcish, gnoll, halfling, gnomish, and elvish (plus alignment and Common). Half-elves live 250 years.
Wood Elf. Sometimes called sylvan elves, these creatures are very reclusive and generally (75%) avoid all contact. Wood elves are more Neutral than are other elves. 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, brown and tans. Their cloaks are usually green or greenish brown. Wood elves have a life span of centuries. They are unusually strong for elves (add +1 to all die rolls, treating 19 as 18), but they are not quite as intelligent (treat 18 Intelligence as 17). Wood elves speak only elvish and the languages of certain woods animals and treants. They usually wear studded leather or ring mail (armor class 6) and fully 50% of any band is equipped with bows. Only 20% carry swords. 40% of wood elves use spears. The lair of a band of wood elves is usually (70%) guarded by 2-8 giant owls (80%) or by 1-6 giant lynx (20%). They live in primaeval forests and distant woodlands.
For every 20 elves in a band there will be one with above average fighting ability (2nd, or 3rd level). For every 40 elves encountered there will be one with this fighting ability plus Ist or 2nd level magic-user ability. If 100 or more elves are encountered there will be the following additional figures: a 4th level fighter/8th level magic-user, two 4th level fighter/5th level magic-user elves, and a 4th level fighter/4th level magic-user/4th level cleric. If over 160 elves are encountered their leaders will be a 6th level fighter/9th level magic-user, and a 6th level fighter/6th level magic-user/6th level cleric; and these leaders will have two special retainers each - 4th level fighter/5th level magic-user, 3rd level fighter/3rd level magic-user/3rd level cleric. These are also in addition to the group indicated. If encountered in their lair there will also be these extra figures: a 4th level fighter/7th level magic-user, a 4th level fighter for every 40 elves in the group, a 2nd level fighter/2nd level magic-user/2nd level cleric for every 40 elves in the group, a 5th level fighter, a 6th level fighter, and females and young equal to 100% and 5% respectively.
Elves of all sorts seek to make their home secure by locating it in secluded copse, wood or forest. They typically (65%) have from 2-12 giant eagles as guards for their lair.
The composition of a band of elves by weaponing is given below: (They are usually in scale, ring, or chain mail, and most carry shields.)
sword and bow
sword and spear
sword
two-handed sword
spear
bow
10%
20%
20%
5%
30%
15%
Higher level fighters, fighter/magic-users, and fighter/magic-user/clerics have a 10% chance per level per class of magical items of a usable sort.
Thus, a 4th level fighter/5th level magic-user/5th level cleric would have a 40% chance for magic armor (including shield, possibly, or possibly shield only) and/or weapon (sword or miscellaneous weapon); a 40% chance for any other item not covered by the first class, i.e. armor and weapons; and a 50% chance for any sort of magical item usable by a cleric.
Furthermore, if above 4th level of magical ability the elf will have from 2-5 magic items for magic-user use if the required score is rolled on the percentile dice.