Elf, Deep

humanoid (elf) · CR 1/4 · from Book of Beasts I · by Robert J. Hall
Elf, Deep
StatisticDeep Elf, 1st-Level Warrior
Size/TypeMedium Humanoid (Aquatic, Elf)
Hit Dice1d8
Initiative+2
SpeedSwim 40 ft. (8 squares)
Armor Class13 (+2 Dex, +1 buckler), touch 12, flat-footed 11
Base Attack/Grapple+1/+0
AttackShortspear +3 melee (1d6-1), or light crossbow +3 melee (1d8)
Full AttackShortspear +3 melee (1d6-1), or light crossbow +3 melee (1d8)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities
Special QualitiesDeep elf traits, resistance to cold 10
SavesFort +2, Ref +2, Will +1
AbilitiesStr 8, Dex 14, Con 11, Int 9, Wis 13, Cha 8
SkillsHide +7 (+5 on land), Listen +3, Search +2, Spot +3
FeatsWeapon Finesse
EnvironmentTemperate aquatic
OrganizationSquad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating1/2
TreasureStandard
AlignmentUsually chaotic good
AdvancementBy character class
Level Adjustment+1

Description

This slender humanoid is shorter than a human, with a deep blue flesh and a scalp covered in delicate tendrils that sparkle with pale light. Its delicate fingers are webbed and it has outward-turned fins in place of feet.

These denizens of the dark underwater abyss are distant relatives of the aquatic elf race, although they possess a few traits in common with the drow. They are similar to surface elves in general bodily form, while being highly-adapted for life in the deep ocean.

Deep elves lack body hair, but instead have a crest of slender tendrils that admit pleasing patterns of light at the will of the elf. Their flesh is a deep blue hue that gradually turns dark gray with great age. The long, slender fingers of their hands are webbed, and instead of feet they have a curved fin at the end of each leg. Long flaps along their necks and backs serve as gills for them to breathe in the depths.

They have become so accustomed to life in the depths that deep elves can no longer breathe air on the surface. A deep elf would soon die if left stranded on a beach. However their body is adjusted to the massive pressures of the ocean bottom and so they would burst apart if they were suddenly lifted to the surface.

The eyes of a deep elf has become specialized in their native conditions and they are able to use their darkvision at ranges similar to their drow cousins. However they have also developed very sharp hearing and they can listen to even the slightest displacement of water nearby.

Combat

Deep elves are masters of the aquatic environment and they make full use of the three-dimensional space for out-maneuvering their opponents. They coordinate their actions by subtle sounds that are nearly indistinguishable from natural noises.

They prefer hunting with slender thrusting weapons such as spears, and they possess crossbows that are specially designed for underwater use. (Range multiple of 30 feet.)

Deep Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

  • -2 Strength, +2 Dexterity. These adjustments replace the high elf's ability score adjustments.
  • A deep elf has the aquatic subtype.
  • A deep elf has a swim speed of 50 feet, and a land speed of 5 feet.
  • Gills: Deep elves suffocate whenever they are out of the water. (See the suffocation rules in the Core Rulebook II.)
  • Darkvision out to 120 feet. This trait replaces the high elf's low-light vision.
  • Resistance to cold 10.
  • Spell-Like Abilities: Deep elves can use the following spell-like abilities once per day: dancing lights, faerie fire, silence. Caster level equals the deep elf's class level.
  • Weapon Proficiency: A deep elf is automatically proficient with the trident, crossbow, and shortspear. This trait replaces the high elf's weapon proficiency.
  • Automatic Languages: Common, Elven. Bonus Languages: Aquan, Draconic, and Kuo-toan. This trait replaces the high elf's automatic and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds deep elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • +2 racial bonus on Hide checks while underwater.
  • Favored Class: Fighter. This trait replaces the high elf's favored class.
  • Level adjustment: +1. The deep elf warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 12, Con 11, Int 9, Wis 13, Cha 8.

Deep Elf Society

By nature the deep elves are secretive and distrustful of strangers, but they lack the malevolent nature of the drow. Instead they personality share traits in common with the svirfneblin of the underground ways, preferring to keep to themselves and avoid contact with other races.

Most deep elves favor dwellings build along underwater scarps, particularly along the edges of deep water rifts. They are masters of underwater nature, and employ many techniques to utilize the flora and fauna for their survival. Their tools are crafted from sharp coral and bone, their elegant garb from the hides of deep water creatures, and they have domesticated several species of deep water animals to serve their purposes.

Deep elves typically live in small clans, although they maintain loose alliances with neighboring groups. They speak a variant of elven that is adapted for their high-pitched speaking voices, although it requires some effort to discern the meaning of their dialect.

All 820 monsters in the Netbook Bestiary