Saturday 6 October 2018

Monsters/NPCs: Elves I

Monsters/NPCs: Elves I

Monster Manual for D&D 3.5 provides several elf subraces and the half-elf race, converted in these two posts. Here are some generic fighters based on these templates.

High Elf Warrior

Typical Stats
ST:
10
HP:
10
Speed:
5.25
DX:
11
Will:
10
Move:
5
IQ:
10
Per:
11


HT:
10
FP:
10
SM
+0
Dodge:
10
Parry:
Block:
11
11
DR:
2* (torso; -1 vs impaling)
Longsword (12): swing 1d+2 cutting, Reach 1 or thrust 1d impaling, Reach 1, 2.
Regular Bow (12): thrust 1d-1 impaling, Acc 2, x15/x20 (150/200), RoF 1, Shots 1(2).
Elven Reverie: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.

Traits: Combat Reflexes; Early Maturation 2.5; Extended Lifespan 3; Night Vision 5.
                Skills: Bow-12; Broadsword-12; Shield-12; Stealth-12; Survival (Woodlands)-10.
Gear: Medium Leather Armor (torso); Light Small Shield (DB 1).
Creature Type: Humanoid (Elf).

Half-Elf Swashbuckler

Typical Stats
ST:
10
HP:
10
Speed:
6.25
DX:
13
Will:
12
Move:
6
IQ:
12
Per:
13


HT:
10
FP:
10
SM
+0
Dodge:
10
Parry:
11F
DR:
2* (torso; -1 vs impaling)
Rapier (15): thrust 1d-1 impaling, Reach 1, 2.
Elven Reverie: Half-elves do not sleep, as members of the other common races do. Instead, a half-elf meditates in a deep trance for 4 hours a day. A half-elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, a half-elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The half-elf is still conscious and aware of his surroundings, but immobile. The human word for a half-elf’s meditation is “trance,” as in “four hours of trance,” but the half-elves themselves call this “reverie.” When a half-elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.

Traits: Combat Reflexes; Daredevil; Early Maturation 0.5; Extended Lifespan 1; Night Vision 5; Overconfidence (9); Social Stigma (Half-Breed).
                Skills: Rapier-15; Savoir-Faire (High Society)-12; Stealth-12.
                Techniques: Disarming (Rapier)-16; Feint-16.
Gear: Medium Leather Armor (torso); Light Small Shield (DB 1).
Creature Type: Humanoid (Half-Elf).

Drow Warrior

Typical Stats
ST:
10
HP:
10
Speed:
6
DX:
12
Will:
12
Move:
6
IQ:
11
Per:
12


HT:
10
FP:
10
SM
+0
Dodge:
11
Parry:
Block:
11F
11
DR:
2* (torso; -1 vs impaling)
Rapier (13): thurst 1d-1 impaling, Reach 1, 2.
Pistol Crossbow (13): thrust 1d impaling, Acc 1, x15/x20 (150/200), RoF 1, Shots 1(4). Usually carries 1d bolt poisoned with drow poison.
Darkness (12): By spending 2 FP, the drow can project a zone of darkness that covers a 2-yard-radius area within 100 yards of him. The zone of darkness decreases the illumination level by 3, imposing a -3 penalty on most tasks that rely on normal vision.
Light: The drow can use this ability to illuminate a 2-yard-radius area around himself. This costs 1 FP per minute.

Traits: Bloodlust (9); Callous; Combat Reflexes; Extended Lifespan 3; Intolerance (Surface Elves); Infravision; Magic Resistance 1 (Improved); Night Vision 5 (-5 is the native illumination level).
                Skills: Crossbow-13; Innate Attack (Gaze)-12; Poisons/TL3-13; Rapier-13; Shield-13; Stealth-14; Survival (Underdark)-12.
Gear: Medium Leather Armor (torso); Light Small Shield (DB 1).
Creature Type: Humanoid (Elf).

Aquatic Elf Hunter

Typical Stats
ST:
10
HP:
10
Speed:
5.25
DX:
11
Will:
9
Move:
5
IQ:
9
Per:
10


HT:
10
FP:
10
SM
+0
Dodge:
9
Parry:
-
DR:
2* (torso; -1 vs impaling)
Short Spear (on land) (13): thrust 1d-1 impaling, Reach 1.
Short Spear (underwater) (11): thrust 1d-2 impaling, Reach 1.
Dagger (13): thrust 1d-3 impaling, Reach C.
Elven Reverie: Aquatic elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.

Traits: Amphibious; Doesn’t Breathe (Gills); Early Maturation 2.5; Extended Lifespan 3; Night Vision 8; Pressure Support 2; Speak Underwater; Weakness (Immersion in fresh water, 1d per 30 minutes).
                Skills: Aquabatics-12; Camouflage-12; Spear-13; Stealth-12; Survival (Salt-Water Sea)-12; Tracking-12.
                Techniques: Underwater Combat (Spear)-11.
Gear: Medium Leather Armor (torso).
Creature Type: Humanoid (Elf).

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