High Elf (FR: Sun Elf) | Dark Elf | Gray Elf (FR: Moon Elf) | Valley Elf | Wild Elf |
Wood Elf (FR: Wild Elf) | Qualinesti | Silvanesti (DL: High Elf) | Kagonesti (DL: Wild Elf) | Dargonesti (DL: Sea Elf, NPC) |
- | - | Dimernesti (DL: Sea Elf) | - | - |
There are many sorts of elves,
and descriptions of the differing types are found in AD&D,
MM.
Elven PCs are always considered to be
high elves, the most common sort of elf.
-
Permitted Class Options:
A character of elven stock
can opt to be a fighter (maximum of 7th level),
a M-U
(maximum of 11th level), a thief, or on assassin
(maximum
of 10th level). An elven
character can also be multi-classed, i.e. a
fighter/magic-user,
a fighter/thief, a magic-user/thief,
or a
fighter/magic-user/thief.
Ability
Score |
Dark
Males (C) |
Dark
Females (C) |
All
Others (C) |
Wild (D) | All
Others (D) |
Dark
Males (F) |
Dark
Females (F) |
Gray/High (F) | Valley (F) | Wild (F) | Wood (F) | Dark
Males (MU) |
Dark
Females (MU) |
Gray (MU) | High (MU) | Valley (MU) | Wood (MU) | Thief
(All) |
Assassin
(All) |
Ranger
(All) |
12 | 4 | U | 7 | 10 | U | 7 | 9 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
13 | 5 | U | 7 | 10 | U | 8 | 10 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
14 | 6 | U | 7 | 10 | U | 9 | 11 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
15 | 7 | U | 7 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
16 | 7 | U | 8 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
17 | 7 | U | 9 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | 12 | 5 | 11 | 10 | 11 | 9 | U | - | 6 |
18 | 7 | U | 10 | 111 | U | 10 | 12 | 6 | 6 | 8 | 7 | 12 | 5 | 11 | 10 | 11 | 9 | U | 10 | 73 |
18/75 | - | - | - | - | - | 10 | 12 | 7 | 6 | 8 | 8 | - | - | - | - | - | - | - | 10 | 94 |
18/90 | - | - | - | - | - | 10 | 12 | 8 | 8 | 10 | 9 | - | - | - | - | - | - | - | 10 | 105 |
18/99 | - | - | - | - | - | 10 | 12 | 9 | 9 | 11 | 10 | - | - | - | - | - | - | - | 10 | 105 |
18/00 | - | - | - | - | - | 10 | 12 | 10 | 10 | 12 | 11 | - | - | - | - | - | - | - | 117 | 105 |
19 | 7 | U | 11 | 121 | U | 10 | 12 | 11 | 11 | 13 | 12 | 13 | 7 | 12 | 11 | 12 | 10 | U | 128 | 126 |
20 | 7 | U | 12 | 141 | U | 10 | 12 | 11 | 13 | 13 | 14 | 15 | 9 | 13 | 12 | 13 | 11 | U | 128 | 146 |
21 | 7 | U | 12 | 172 | U | 10 | - | - | - | - | - | 18 | 11 | 15 | 14 | 15 | 13 | U | 128 | - |
22 | - | - | - | - | - | - | - | - | - | - | - | 18 | 11 | 18 | 17 | 15 | 13 | - | - | - |
1: Charisma
18 also required.
2: Charisma 19 also
required.
3: Intelligence
15 ?? WIS 15 also required. If both of those socres are greater than 15,
the character may attain 8th level.
4: Intelligence 16
?? WIS 16 also required.
5: Intelligence 17
?? WIS 17 also required.
6: Intelligence 18
?? WIS 18 also required.
7. Intelligence 16
?? WIS 19 also required.
8: Intelligence 19
or
WIS 19 also required.
SA: Elven cleric/magic-users ?adepts> who have attained max. level in the cleric class may be able to make some permanent magic items via the cleric class.
Multi-class Restrictions: If the
character is multi-classed, the following
restrictions and strictures apply: Although
able to operate freely with the
benefits of armor, weapons, and magical
items available to the classes the
character is operating in, any thieving
is restricted to the armor and
weaponry usable by the thief
class. All earned experience is always
divided equally among the classes of the
character, even though the
character is no longer able to gain levels
in one or more of the classes.
(More detailed information is given in
the CHARACTER CLASSES section
hereafter.) ?>
Elven characters have a 90% resistance
to sleep and charm spells (if these
spells are CAST upon them a percentile
dice roll of 91% or better is required
to allow the magic any chance of having
an effect, and even then the
saving throw against spells is allowed
versus the charm spell).
Q: Are elves immune
to charm effects
that aren't from spells,
such as a
vampire's
gaze or a harpy's song?
A: Elves and half-elves
are resistant (not
immune) to all forms
of sleep and charm,
including those above.
(144.6)
* Any pulled bow:
* Longsword
and short 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".
* Languages:
All elven characters are able to speak the following languages in addition
to that of their chosen alignment:
elvish, gnome, halfling, goblin, hobgoblin,
orcish, gnoll, and the "common tongue" of mankind.
Elven characters of above 15 INT are able
to learn one additional
language for every point of INT over 15,
i.e. a character with an 18
intelligence score could learn three additional
languages (q.v.).
* Infravision:
Elves have the ability to see into the infra-red
spectrum, so they are able to
see up to 60' in darkness, noting varying
degrees of heat radiation.
* Detect Secret
Doors: Secret or concealed doors
are difficult to hide from elves.
Merely passing within 10' of the latter
makes an elven character 16 2/3% (1 in 6) likely to notice it.
If actively searching for such doors,
elven characters are 33 1/3%
(2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover
a concealed portal.
As has been shown previously, elven characters
add a bonus of + 1 to their
initial dexterity score. Likewise, as
elves are not as sturdy as humans, they
deduct 1 from their initial constitution
score.
* Surprise:
If alone and not in metal armor (or if well in advance -- 90' or more --
of
a party which does not consist entirely
of elves and/or halflings) an elven
character moves so silently that he or
she will surprise (q.v.) monsters
66 2/3% (d6, 1 through 4) of the time
unless some portal must be opened in
order to confront the monster. In the
latter case the chance for surprise
drops to 33 1/3% (d6, 1-2).
Q: The PH says
that
elven characters can move
so silently
that they can surprise opponents
66 2/3% of the time. Do
I add this
amount to an elven thief's
move
silently percentage?
A: No; use the racial
adjustment from the
table on page 28. The 66
2/3% refers only to
an increased ability to
gain surprise (1-4
instead of 1-2 on 1d6) and
is dependent on
the prevailing conditions
(see the PH, page 16).
(139.67)
Q: Do elves get their
66 2/3% surprise
ability when wearing elfin
chain
mail?
A: No; elfin chain
mail and all other metallic
armors negate the surprise
ability.
(139.68)
Question: In the PH,
it is stated that elves and half-elves
are 90% and 30% resistant
to sleep and charm spells. What
spells are considered charm
spells?
Answer: Obviously,
the only charm spells where the elves’ resistance
makes a difference are those
which have a chance (even a small
one) of affecting them:
The druid spell Charm Person or Mam-
mal and the magic-user incantations
Charm
Person, Charm
Monster, and Mass
Charm. There are other charm spells, of
course (Charm Plants, for
instance), which can’t affect elves or
any other humanoids or creatures.
Certain
magic items can also charm, and since most of those
magic items are described
in terms that equate them to charm
spells, it’s logical and
reasonable to have elves’ and half-elves’
resistance apply to the
effects of these items as well, even
though the PH does
specify that the resistance
is to charm spells.
These items include the Potion of Human Control,
Philter of Love, Ring of
Human Influence, Rod of Beguiling, Staff of Command,
Eyes
of Charming, and any magic sword with the Extraordinary Power of charm
person. Note
also that elves are resistant
to the charming caused by a bard’s
singing and playing, which
according to the PH
“does
not negate any immunities” to such effects.
Question: Why are elven thieves always children?
Answer: Anyone who
has a relatively recent edition of the DMG will probably think this
question doesn’t make sense.
The latest edition of the
DMG
lists 100+5d6 as the starting age for PC elven thieves (page
12).
This puts them into the
“young adult” range according to the Age Categories chart (page
13) for high elves —
the only kind of elves who
can be PC. However, it wasn’t always so.
Earlier editions of the
DMG
gave 50+5d6 as the starting age,
which would indeed mean
that all elven thieves would start their
adventuring lives as “adolescents”
of 55 to 80 years old. Fortu-
nately, this inaccuracy
was spotted and corrected in later edi-
tions; anyone with an old
book can simply make the approp-
riate change in the text.
(Correction: High
elves are not the only kind of PC elves).
ADQ: My 5th level
elven magic-user
has been killed 4 times,
and each of
these times a Raise Dead
or Resurrection
was used to bring him back
to life
and the flow of play continued.
I
recently discovered that
an elf cannot
be brought back to life
by these means.
What should my group do
about this.
ADA: The fact that
the character still exists
although the rules of the
game dictate
that he/she should not can
easily be
explained in the terms of
the game
world. Fantasy/logic would
dictate that
the "gods" smiled on this
character and
took a hand in raising him/her.
Now
that your DM is aware of
the AD&D
game rule that applies to
this character,
the gods will no longer
permit such a
thing to happen. In other
words, don't
worry about it; continue
to have fun,
but pay a little more attention
to the
rules.
(Polyhedron #13)
Q. Why can elves not
be raised from the
dead
or resurrected by a cleric?
A. We suggest that
it may be linked to
their enormously long lifespans
(1500-2000 years) as compared
to
other intelligent species
(at most 500
years). A creature with
such a long
lifespan may not cling to
life in the
same way as other beings;
or perhaps
elves do not have the right
mental
attitudes to allow them
to return from
the dead -- they are, after
all,
supposed to be merry, carefree
folk.
Permanent
death could be seen as
1 of the costs of having
such a
good life.
If nothing
else, the inability of elves
to return from the dead
does provide
a degree of Game balance
when
considered in the light
of their other
abilities.
(Imagine #9)
DMG:
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.
<FRUA: at inn (elves
(and only elves) get a warning before reaching great intoxication)>
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.
<>
TRAIT
\ BRAVERY: brave (special, for NPCs: no elf is ever foolhardy)
TRAIT
\ INTERESTS: nature
TRAIT \ PERSONALITY: 7-8 = introverted (use for named NPCs only)
<FRUA: Special, PC Elves: Tone is always HAUGHTY ... one less option at TALK.>
SKILLS: + Plant lore, - Mining.
<rude?>
<>
AT A GLANCE:
The Elves are one of the major races of the FR,
and ruled large sections after the time
of the Dragons and before the coming
of men. Now the majority of these long-lived
beings have retreated from the onslaught
of mankind, seeking quieter
forests, and their numbers in the Realms
are a fraction of those even a
thousand years ago.
ELMINSTER'S NOTES:
The Elves of the
FR are human height, ?note this when height is generated>
but much more slender. Their fingers
and hands are half-again as long as
men, and delicately tapered, and their
bones are light and surprisingly sturdy.
Elven faces are thinner and more
serene, and Elven ears, as ears in half a
hundred Known Worlds, are pointed.
Gold Elf
There are five known Elven sub-races
in the FR, and four of
them live in relative harmony. Cross-breeding
is possible between the sub-races,
but in the case of the Elves, the
child will either take after the male ||
female parent's race (there are no
drow/moon Elf mongrels, and the child
of such an unlikely union would either
have all the traits of a dark Elf, or of a
moon Elf).
The sub-races are:
Gold Elves are also
called sunrise
Elves or high Elves, and have bronze
skins and hair of copper, black, or
blonde. Their eyes are golden, silver, or
black. Gold Elves tend to be recognized
as the most civilized of the elven sub-races
and the most aloof from mankind.
The majority of the native Elves of Evermeet
are gold elves, though they are led
by a moon Elf royal family (see EVERMEET).
Moon Elf
Dark Elf
Wild Elf
?note: that is a wild elf according to 1e FR (wood, copper,
sylvan, if i have that right)>
?in 3e FR, wild elf takes on a different meaning, perhaps
closer to the Grugach>
?Grugach are found in one forest in the Shaar, and that
they are different from the Wild Elves found to the south of the Shaar,
and detailed in the Counselors ? Kings trilogy>
01-02 | Bissel |
03-09 | Celene |
10-11 | Dyvers |
12-13 | Furyondy |
14-17 | Geoff |
18-19 | Gran March |
20-21 | Great Kingdom |
22-24 | Greyhawk |
25-28 | Highfolk |
29-30 | Idee |
31-33 | Irongate |
34-35 | Keoland |
36-37 | Nyrond |
38-39 | Theocracy of the Pale |
40-41 | Perrenland |
42 | Shield Lands |
43-44 | Spindrift Isles |
45-48 | Sunndi |
49-50 | Tenh |
51 | County of Ulek |
52-58 | Duchy of Ulek |
59 | County of Urnst |
60-62 | Valley of the Mage |
63-66 | Veluna |
67-68 | Verbobonc |
69-72 | Wild Coast |
73-74 | Yeomanry |
75-78 | Dreadwood |
79-82 | Gamboge Forest |
83-86 | Gnarley Forest |
78-90 | Grandwood Forest |
91-96 | Vesve Forest |
97-00 | Welkwood |
Elven Clothing (Greyhawk):
Elves of the sylvan ilk dress similar
to Suloise, except
their their colors are pale tints of green,
fawn, ecru, and
dove gray. High elves are similar in mode
of apparel,
but they add blues, lilacs, and purples
to the more
natural forest hues of their woodland
kin. Hunting
and war garments are brown, russet, and
tan. Gray
elves wear very complex and flowing garb
of pure
white, sun yellow, silver and gold lame'
set off by polished
leather of contrasting colors and highlighted
with
jewels. All elvenkind wear cloaks, esp.
when
traveling. Their garments are neutral
gray or
gray-green.
Gary, there are several abilities granted to demi-humans in the OAD?D Monster Manual that are not included in the Players Handbook. Specifically:
Elves and halflings are considered invisible in vegetation (in addition
to their improved chance to surprise).
Elves have the ability to "split-fire" with their bows.
Halflings are +3 to hit with bows and slings.
Gnomes receive a saving throw bonus vs. poison (in addition to their bonus
vs. magic).
Are these editorial oversights in the PHB (akin to the infamous falling damage debacle), or did you intend for these abilities to be restricted to NPC demi-humans only? Thanks once again for your time!
I did oindeed intend the
advantages to be for NPCs, but there's no reason not to use them for PC's.
Split-fire and move means half movement, archery, then remaining movement, of course.
Gary
Asrogoth wrote:
Gary,
Greetings. I have been on Dragonsfoot for quite a while now, but this is my first posting with a question directed towards you (which I've also asked of Frank Mentzer, Frnak, right?)
Howdy:)
You are right, that's Frank who jokingly signs off as Frnak.
As to:
....
Virel wrote:
Cias the Noble wrote:
Keep in mind that the whole
"elves-have-spirits-not-souls-and-only-creatures-with-souls-can-be-raised"
thing in the DDG was simply an ad-hoc explanation for why elves
cannot be raised.
The truth is, the rules said
that elves couldn't be raised long before there was any type of in-game
justification of this type. Personally, I believe the whole spirit vs.
soul concept was invented after the fact mainly as a way to rationalize
why only certain creatures can be raised. The difference between spirts
and souls was invented to explain an existing rule, rather than the rule
being based off this difference.
I tend to agree with you
on that - but a least it provides some fluff around the rule.
Quote:
Thank you in advance.
PS Here's the thread...
http://www.dragonsfoot.org/forums/viewt ... 427#174427 ?>
Short answer:
In folklore elves are soulless,
so it isnt merely a game device.
As a matter of fact, I would
question that they have spirits.
cheers,
Gary
DMPrata wrote:
Gary, here's a nice, safe,
non-initiative, non-alignment question for you. :wink: In the AD?D®
Players
Handbook, elves and halflings are given increased chances to surprise
opponents. It is explicitly stated, however, that they must be in non-metal
armor, and either alone, with others of their kind, or well in advance
of a mixed group. Do these same strictures apply to other PCs with enhanced
surprise chances (e.g., rangers and barbarians), or does a mixed group
that includes a ranger, for instance, receive the benefit of his surprise
ability in most cases? Simply put, do rangers surprise 3 in 6 when with
a party of non-rangers, or only when by themselves?
I'd treat a mixed group
with the stealth ability implied in the rule as homogenous--all the same
in that regard;)
Cheers,
Gary
Quote:
Originally posted by Sir
Edgar
Were there legal reasons
for making the D?D elves different from Tolkien elves or did you just want
to be different? Can you talk more about the conceptualization of elves?
I guess it's no secret that
I am not a rabid fan of the "Rings Trilogy,"
so that should explain a
good bit of why elves in D?D are more my conception of them than they are
copies after what the Good Professor Tolkien saw them as
My take was more of the British
mythology based, with French "feys" the influence for the high elves.
All of that was measured
against what the D?D environment was meant to be, of course, a human dominated
one.
That cover it?
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Anyway, as you said above,
with no level limits demi-human races based on human mythology goes the
way of the Dodo, to say nothing of fantasy literature models. I can't remember
off hand any author who has demi-humans in control of their fantasy world
settings. Even JRRT, whose elves were fascinatingly powerful in the early
ages of Middle Earth, eventually gave way to the world of men. As an aside,
I think many (the majority?) of D?D players think of JRRT when they think
of elves. After reading Three Hearts and Three Lions and seeing
the presentation of elves, dwarves and trolls that Poul Anderson has I
think I have a better understanding of what you had in mind for D?D races
(at least to some extent). Any other literary works influence you in this
area? (And am I even right about it in the fiorst place?)
Gray Mouser
Indeed, I do not believe
that having unlimited levels for demi-humans can support a humanocentric
campaign.
without humanocentrism,
there are no sources availabel to the GM to create his world setting.
As for the depiction of elves,
I am not one who looks to Tolkien.
D?D elves are not super
beings, not taller or generally more powerful than humans.
I used myth, legend, folklore,
fairy tales, and authored fantasy such as Poul Anderson's works for inspiration
in regards the paramaters of elves.
Of course, the varieties
develped do reflect the Professor's work.
after all, I desired to
have the game to appeal to his fans.
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Heh, I remember reading
your description of Elves in the PHB and DMG back in the day and thinking,
"Hey, that's not right!"
Even by the time I was,
oh, 10 or 11 JRRT's description of Elves had really influenced my take
on them as a race.
The differences between
JRRT's elves and D?D elves can be seen rather clearly, I think, in the
instance of the Grugach!.
I don't think Tolkien would
ever have described his elves like that.
As for appealing to his
fans (of which I am one) I do like the HIgh Elf, Grey Elf, Wood Elf distinctions
(although Wood Elves are probably my favorite in D?D).
I found the additions of
Aquatic Elves and Valley Elves (which make an appearance in my homebrew
world, too) to be pretty cool.
Understood.
Many a participant loves
elves, so adding more varieties, including the Drow, seemed a good plan.
As I was thinking of detailing
the Valley of the Mage, I thought
it expedient to introduce that sort to the game
Quote:
Originally Posted by Storm
Raven
Note the word "progression"?
All powerful elves are really good thieves? I don't buy it.
All powerful elves are not
happening.
The ones not accomplished
thieves are nothing but wedge-eared tree-huggers who wear tights and prance
around in curley-toed shoes when not baking cookies for Keebler or making
toys for Santa ?stick out tongue>
Cheers,
Gary
Quote:
Originally Posted by Storm
Raven
Hence there are no powerful
elven wizards with powers matching the greatest human spell slinger? Which
work of literature would that be drawn from?
Where are there any elves
at all in the majority of fantasy literature?
Do get a life and forget
about those make-believe twinkle-toed race
Cheers,
Gary
Well...
This is not touchy but rather cabbage that's been chewed more than once. Still, I'll comment here. If you wish, refer readers of the thread in question to this one.
I did indeed use names that Tolkien used in his LotR books in order to attract potential players to the D?D game. When it was being written, was published, early in the 70s the Rings Triology was surely the best known fantasy work around. That said, compare the elves of the D?D game with those that JRRT extoled. Quite a difference between the two, eh?
From where did I get my take on elves? Mainly from fairy tales such as the one in which the 12 princesses went through a secret door into Elfland every night, dancd with elven princes so as to have holes in their slippers. Also, the folklore about etering the world of elves through a secret way under a stone that depicts elves as human-like in many respects. Much authored fantasy also treats elves in like manner, including their being soul-les.
I read literally thousands of SF, fantasy, folklore, and mythology books beginning in 1950. I can not recall exact references after so many years have passed, but I can assure all that Tolkien was not the first autor to consider elves as something other than tiny little fairy folk. In point of fact, fairies in fairy tales, and the French Lutin fair folk, are usually more like JRRT's version of elves than any other sort of folklore "race" other than perhaps the Norse lysoalfar, the "light elves." Of course, as Tolkien borrowed much from Norse mythology, it is likely that both his dwarves and elves came from there. I know my dwarves surely did.
Cheers,
Gary
Quote:
Originally Posted by ColonelHardisson
A very good example would
be Lord Dunsany.
Indeed.
Also I believe it was MArgaret St. Claire who wrote The Secret People in which elves were very much like humans.
Of course, the early English folklore had elves akin to small humans, likely based on the Picts, and called stone arrowheads they found "elf bolts".
Cheers,
Gary
?Note: The novel that Gary
refers to might be THE SHADOW PEOPLE>
Quote:
Originally Posted by Gray
Mouser
BUt wait, does this mean
that you did not gain your inspiration for these Elves from JRRT? Say it
isn't so!
I determined to have elvish
PCs play a regular role in the D?D game because of JRRT's writing, that's
a fact.
As to the inspiration for
D?D elves, no, it didn't really come from his version of elves.
although I did make them
foes of orcs, and shoot bows well so as to
not disapoint the fans of the rings Trilogy too much.
After all, in D?D elves
are inferior to humans in all respects save longevity.
Quote:
Originally Posted by rossik
hi mr gygax!
i was listen to kendermore audiobook, and theres a dwarven festival, with events like axe throwing, stone hammering, drinking, and so on...
what do you think it would be good for a elven festival?
beside skills archery
How about archery, balladeering,
fencing, poetry, and wine tasting?
Cheers,
Gary
Quote:
Originally Posted by rossik
good ideas, gary.
do uthink they could do things like "fox hunt"?
in your vision of elven society.
btw: whats balladeering?
Somehow I can not envision
elves hunting foxes.
They would likely persue
only dangerous and malign creatures in such manner.
Balladeering is playing a stringed instrument and singing
Cheers,
Gary
Quote:
Originally Posted by gideon_thorne
The singing of ballads,
epic tales, bardic stories et al.
Smarty pants!
Gary
High Elf
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 3/18
INTELLIGENCE: 8/18
WISDOM: 3/18
DEXTERITY: 7/19
CONSTITUTION: 8/17
CHARISMA: 8/18
RACIAL PREFERENCES:
STARTING AGE: Cleric (500+10d10), Fighter
(130+5d6), Magic-User (150+5d6), Thief (100+5d6)
AGE CATEGORIES:
RACIAL TENDENCIES:
HEIGHT:
WEIGHT:
NPC ABILITY SCORE MODIFIERS:
MOVEMENT: 12"
1/2 drow elf, 1/2 wood elf (Dragon #244)