Aquatic Elves

Aquatic elves, also called sea elves, live in oceans, lagoons, inlets, bays, and other bodies of salt water. They patrol the shallows and depths and rule from their courts of living coral. Though not often seen, when they are encountered it is common to find dolphins among them.

Aquatic elves serve to keep the evil inhabitants of the depths in check. Sahuagin are particularly hated foes, as are sharks that are large enough to threaten sea folk.

Skin colors vary from silver-green to pale blue. Hair is usually green or blue-green, matching the kelp beds where most sea elves make their homes. Their coloring helps conceal the elves from their natural predators. Aquatic elves have gill slits like fish, and they process the air they need out of the water. Unlike most fish, aquatic elves can live for some time out of water.

Aquatic elves can move about on land for a number of days equal to their con scores. However, the longer they spend out of water, the weaker they become. For every two days spent out of the water, aquatic elves suffer a -1 penalty to all ability scores, and to proficiency checks and attack and damage rolls. If any ability or sub ability score reaches zero, the elf dies. Weakened elves recover within two turns when they return to salt water. Elves who enter fresh water do not recover, but the process of dehydration halts. Aquatic elves can stay in fresh water indefinitely. However, if an aquatic elf leaves fresh water, the dehydration process starts again.

Most aquatic elves are chaotic good, but player characters can be any alignment.

Aquatic Elves Abilities

New abilties:

(blue are changed abilities, red are new abilities)

Ability Adjustments:

Str: -

Dex: +2 Con: +0 Int: -2 Wis: - Cha: -
Size:

Medium

Speed:

30 feet on land, 40 swiming

Favored Class:

Wizard

Languages Available: Elven, Common

+1 of the following per INT modifier bonus: kuo-toa, sahuagin, dolphin. merman, and undersea common.

Abilities:
  • Gills: Aquatic Elves can survive out of the water for 1 hour per point of constitution

  • Immunity to magic sleep spells  and effects; and +2 vs enchantment spells or effects

  • Low-Light vision: Elves can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions or poor illumination.  They retain the ability to distinguish color and detail under these conditions.

  • Prof with Trident or Spear

  • Prof with Net

  • +2 racial bonus on listen, search, and spot checks


Click here to go back to races