Phoenix
High Elves      Gray Elves      Wood Elves      Wild Elves      Aquatic Elves      Drow
Dragonlance Elves:      Qualinesti      Silvanesti      Kagonesti      Dargonesti      Dimernesti
click for music
Elves along with Humans and Dwarves are among the most frequent races seen in most campaigns. Elves on the whole are leaner and shorter than Humans but more agile and magically inclined. Since Elves resemble Humans so much sometimes only their pointy ears can let one distinguish the difference. Magic is pursued by many Elves with great interest as it comes naturally to them. Elves have been around since the beginning of time being on of the first races created. They have incredibly long life spans, living longer than nearly all other humanoids some Elves have lived as long as 1000 years. Due to this short term goals mean little to them on the whole because they cannot be enjoyed throughout their entire life span.
Elves are most often viewed as bow shooting forest folk. Not all Elves call the forest home though, Gray and High Elves are known to have cities. The other sub races, like Wood (Sylvan) and Wild do call the forests home. Aquatic Elves live under the seas and oceans while Drow prefer subterranean locations. Elves know that learning about an enemy or an ally can or could prove important at sometime, thus they are known to learn many languages in their life time. It is rare to see an Elf charge into combat blindly wielding a weapon. They are intelligent fighters, studying an adversary then using their skills to gain the advantage. Along with being cautious, stealth and silence have put many strong foe to their death before drawing their weapon. The long life spans of Elves have lead to a racial ability to be proficient in some weapons; long swords, rapiers, long bows and short bows. Elves are valued in any campaign or army as scouts, mages, fighters or multiclassed characters of either type. It is important to note that Elves do not sleep as other humanoids do, instead they go into a trance. Four hours in this trance is like eight hours of rest to a Human or Dwarf. Also unlike Dwarves and Humans they cannot grow beards. Land dwelling Elves commonly worship Corellon Larethian, their creator.
Elven racial traits are not listed, there's no point in citing them directly from Wizards Official Players Hand Book or Monster Manual; so for these conversions use them.
go to Gamers.com to see the D&D3e Elf in their MM report.
High Elves
The most common type of Elf, is the High Elf. This sub race can be found mostly in forest cities and some living in Human cities along with Dwarves, etc. Unlike Humans, Elven society is one where females and males can occupy the same position and hold the same power. Elves are lovers of nature and its gifts similar to Dwarves relationship to the stone of the earth. Magic is also a love of Elves they seek to learn of its secrets and unlock the power magic can hold. Since Elves are most attune with magic, their weapons, armors and items are magical and are highly sought after by many. Elven items though are expensive due to the magicks put on them. In battle as stated above stealth, silence and therefore surprise are the main constituents of Elven fighting. Although High Elves make excellent fighters and archers they but since magic comes so easy to them wizard is their favored class. In the Forgotten Realms High Elves are known as Silver or Moon Elves.
Physical:
Height:
4'7" - 5'4" (males)  4'2" - 5'0" (females)
Weight:
93 - 120 lbs (males)   73 - 100 lbs (females)
Skin:
white   Eyes: usually green   Hair: dark in color
Lifespan:
~800 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
-2 Constitution Penalty






Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below.
Hit Dice and Advancement: By class.
- Low Light Vision.
Consult the official FRCS, D&D3e Players Hand Book and Monster Manual for elven racial traits.

Initial Languages:
Elven and Common.
Alignment:
Usually Chaotic Good.
Favored Class:
Wizard.



Advanced D&D 2nd Edition
Ability Stats:
Strength: 
3/18      
Dexterity: 
6/19
Constitution: 
7/17
Intelligence:
8/18 
Wisdom: 
3/18 
Charisma: 
8/18 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
Gray Elves
Believing themselves to be more noble than other Elves the Gray Elves communicate with very few outsiders and live further from other cities keeping to their selves. Their isolated cities do not open their doors for just anyone, few can honestly say they have been in a Gray Elf city. On average they are viewed as arrogant, more so than a regular Elf. Their dress is more colorful and fancier than most also, tending towards jewellery and robes/cloaks. In the Forgotten Realms Gray Elves are known as Gold or Sun Elves.
Physical:
Height:
5'1" - 6'0" (males)  4'7" - 5'8" (females)
Weight:
88 - 115 lbs (males)  78 - 105 lbs (females)
Skin:
pale white   Eyes: amber or violet Hair: golden or silver
Lifespan:
~950 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
-2 Strength Penalty
+2 Dexterity Bonus
-2 Constitution Penalty
+2 Intelligence Bonus




Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below.
Hit Dice and Advancement: By class.
- Low Light Vision.
Consult the official FRCS, D&D3e Players Hand Book and Monster Manual for elven racial traits.

Initial Languages:
Elven and Common.
Alignment:
Usually Chaotic Good.
Favored Class:
Wizard.



Advanced D&D 2nd Edition
Ability Stats:
Strength:
3/17        
Dexterity: 
7/19
Constitution: 
5/16
Intelligence: 
8/20
Wisdom: 
3/18
Charisma: 
8/18 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
Wood Elves, also called Slyvan Elves
Of all the Elves, Wood Elves truly call the forest home because they cannot be found anywhere else. They live off the land more than the other Elves do and are more attune with nature and animals. Their rough lifestyle has made them stronger than the average High and Gray Elf. They are protectors of nature and are most commonly rangers and druids. Some though have found a home away from home in travelling with Elf or Human armies as scouts. Invaders to a Wood Elves forests should mind their backs for streaking arrows and keep an eye out for charging Elves atop wild animals. In the Forgotten Realms Wood Elves are also called Copper Elves.
Physical:
Height:
5'5" - 6'4" (males)   4'7" - 5'6" (females)
Weight:
98 - 131 lbs (males)   83 - 116 lbs (females)
Skin:
tanned brown  Eyes: brown - green   Hair: rusty red - yellow
Lifespan:
~750 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Strength Bonus
+2 Dexterity Bonus
-2 Constitution Penalty
-2 Intelligence Penalty
-2 Charisma Penalty


Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below.
Hit Dice and Advancement: By class.
- Low Light Vision.
Consult the official FRCS, D&D3e Players Hand Book and Monster Manual for elven racial traits.

Initial Languages:
Elven and Common.
Alignment:
Usually Neutral.
Favored Class:
Ranger.



Advanced D&D 2nd Edition
Ability Stats:
Strength: 
6/19        
Dexterity: 
6/19
Constitution: 
7/17
Intelligence:
8/18   
Wisdom: 
3/18 
Charisma: 
7/17 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
Wild Elves
More barbaric then Wood Elves, the Wild Elves believe themselves to be noble in a sense like the Gray Elves. More specifically, they believe that all the other sub races are descended from them. They see themselves as being the closest sub race to what the first Elves were like. Also unlike all the other Elves they frequently dine on meat and typical wear animal hides for clothing. Other Elves see them as savage barbarians; which some are but many prefer overall they prefer the art of sorcerery. Wild Elves do not call one place home the are known to up and move with or without reason. In the Forgotten Realms Wild Elves are also known as Green Elves.
Physical:
Height:
5'1" - 6'0" (males)   4'7" - 5'8" (females)
Weight:
98 - 125 lbs (males)   83 - 110 lbs (females)
Skin:
dark brown   Eyes: brown - green - blue   Hair: brown
Lifespan:
~800 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
-2 Intelligence Penalty





Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below.
Hit Dice and Advancement: By class.
- Low Light Vision.
Consult the official FRCS, D&D3e Players Hand Book and Monster Manual for elven traits.

Initial Languages:
Elven and Common.
Alignment:
Usually Chaotic Good.
Favored Class:
Sorcerer.



Advanced D&D 2nd Edition
Ability Stats:
Strength: 
3/18        
Dexterity: 
6/19 
Constitution: 
7/17
Intelligence: 
7/17
Wisdom: 
3/18 
Charisma:
3/18 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
Aquatic Elves, also called Sea Elves
Sea Elves unlike High, Gray, Wood and Wild Elves live deep in the oceans instead of forests. Like Wood Elves though they have a deep affinity with animal and plant life. They befriend giants of the sea like whales and other mammals like dolphins. They have webbed feet and hands and are as dextrous in their movements as their land dwelling cousins. Below the waves Sea Elves have more enemies than allies (like Merfolk and Tritons) in comparison to land Elves. Aside from Krakens and Dragon Turtles the Kuo-toa, Sahuagin and sometimes the Locathah will war on Aquatic Elves. Typically Aquatic Elves use piercing weapons like tridents and spears along with nets in undersea battle or hunting.
Physical:
Height:
4'3" - 4'8"
Weight:
87 - 109 lbs (males)   77 - 99 lbs (females)
Skin:
silvery green   Eyes: green - blue   Hair: green - blue
Lifespan:
~600 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf, Aquatic)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
-2 Intelligence Penalty






Racial Features:
Natural AC: 
10
Speed: 
20' Swim 40'
Spell Resistance:
see below.
Hit Dice and Advancement: By class.
Consult the official D&D3e Players Hand Book and Monster Manual  for aquatic elf traits.

Initial Languages:
Aquan and Common.
Alignment:
Usually Chaotic Good.
Favored Class:
Fighter.
Advanced D&D 2nd Edition
Ability Stats:
Strength: 
3/18       
Dexterity: 
6/19
Constitution: 
8/18
Intelligence:
7/17
Wisdom: 
3/18
Charisma: 
8/18

Racial Features:
Natural AC:
9
Movement Rate:
9, Sw 15
Magical Resistance:
90% to sleep and charm spells
-
"Infravision" 360', not really infravision where one can see hot and cold, but rather the movement of water currents. Does not work above water
-
+1 to attack with tridents and spears
-
in seaweed a surprise modifier of -5 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
-
Swimming and Fishing proficiencies automatic



Half-Elves
For Half-Elves go to the hybrids section.



Drow, also called Dark Elves. Go to Wizards.com to see the official D&D3e Drow in their MM gallery.
Cast out of the forests when the dark skinned Elven subrace called the Illythiiri fell to evil. Now known as the Drow, they found their destiny underground in the world of the Underdark. The Dark Elves rule the Underdark through fear and terror. Their hatred of their surface cousins runs deep and unendingly. Drow society is matriarchal and operates through deception, stealth and death all in the service of the demon goddess Lolth. The Dark Mother or Spider Goddess guides her children through her high preistesses. Only the strong survive in this society, any new borns exhibiting any disabilities or deformities are not allowed to live. In the majority of Drow societies (matriarchy) only two male children  can exist at one time. Each house (family) is lead by the eldest mother called a Matron Mother whose goal is to become the most powerful house. Killing off another house must be done so that no other house "knows" who did it. Warriors and slaves are taken but those of a families blood must be eradicated. Or else they could accuse a house of the act, which means everyone in the attacking house must die for being caught. For the most part daughters become clerics of Lolth while sons are either fighters or wizards (or a mix of both). Males are treated as slaves unless they are exceptional in their devotion to the Matron Mother. The Drow are sometimes allied or at war with the Duergar, Illthids and Beholders or other Underdark races. Drow employ slavery of most other races but sometimes Drow can be found serving as slaves too. Slaves do most of the work, from mining to any other kind of manual labour; even to fighting in house battles. Races like the Svirfneblin (Deep Gnomes) are tolerated because they create trade but are kept in checked by instilling fear in their cities through Drow raids. These raids sometimes go to the surface at night, this is done so the Drow remind the "evil surface elves" of them and their hatred.
The Drow create extremely powerful magic weapons made of adamantite, the Underdark version of the metal adamantine. Adamantite detereorates in sunlight, this lets the Drow keep their secrets from surface dwellers. Like adamantite Drow also suffer ill effects from sunlight which hinders their coordination and blinds their sensitive eyes for a time.Drow may be tested by Lolth upon attaining sixth level in their class, those who fail become
Driders.
Physical:
Height:
4'3" - 5'0" (males)  4'7" - 5'4" (females)
Weight:
83 - 110 lbs (males)  98 - 125 lbs (females)
Skin:
black   Eyes: red, sometimes purple Hair: white
Lifespan:
~600 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
-2 Constitution Penalty
+2 Intelligence Bonus
+2 Charisma Bonus



Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below.
Hit Dice and Advancement: By class.
- Darkvision 120'.
Consult the official FRCS, D&D3e Players Hand Book and Monster Manual for drow racial traits.

Initial Languages:
Undercommon and Elven.
Alignment:
Usually Neutral Evil.
Favored Class:

- Fighter (males).
- Cleric (females).
Advanced D&D 2nd Edition
Ability Stats:
Strength: 
3/18      
Dexterity: 
8/20
Constitution: 
7/17
Intelligence: 
9/19
Wisdom: 
3/18
Charisma: 
6/16

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 120'
-
50% base resistance to magic, increases by 2% per level
-
surprised only on a 1, on 1d10
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
-
can cast the following once a day: dancing lights, faerie fire and darkness
-
above 4th level can cast levitate, know alignment and detect magic once a day
-
expose to bright light, light spell or continual light spell causes them to be 90% likely to be seen and -2 to a Drow's dexterity, attack rolls. If the Drow casts a spell the target gets a +2 to save vs it. If Drow attacks a target in the "light" it suffers -1 to attack rolls, target saves at +1 to Drow's spells. If both Drow and opponent are in "light" then a -3 penalty is imposed on Drow while a +3 is given to non-Drow opponent.
-
suffer a -4 reaction with all other Elves.
-
to compensate for their intolerance of light, they can learn the light fighting non-weapon proficiency; opposite of blind-fighting NWP.

Thieving Adjustments:
pick pockets = +5%, move silently = +5%, hide in shadows = +15%, detect noise = +5%





Dragonlance History:  Elves, firstborn
Created by the Gods of Good, to inhabit Krynn alongside Humans and Ogres; the other races created by the Gods of Neutrality and Evil. Elves are by nature magical, and are thereby mistrusted by magic fearing races such as Dwarves along with a few others.
Elves claimed the forests as their home since their time of birth and since then still call it home despite the many threats they have faced. One being the Chromatic Dragons that inhabited the forests before them. The elves prepare to wage war against the Dragons around 3500pc; lead by
Silvanos. The First Dragon War takes place 500 years later, after which the first major elven city is founded, Silvanesti (3350PC). The Second Dragon War follows and the Silvanesti elves  take up arms again against the Dragons (2690PC). Half-Elves begin to emerge as Elven lands begin trade with Human realms.
The Silvanesti's great leader Silvanos dies 2515PC...
Twin elven princes are born to the Silvanesti kingdom,
Kith-Kanan and Sithas (2308PC). Kith-Kanan declares his independence from the Silvanesti and is followed by many elves. Also at this time the leader of the elves is slain and thus starts the Kinslayer War; "elf war". Kith-Kanan creates he Swordsheath Scroll, where elves, ergothians and dwarves sign a peace treaty. 23 years later Kith-Kanan establishes Qualinesti...
The Graygem is thought to have brought the Sea Elves of Krynn into being by warping elvish mariners into the Dargonesti and Dimernesti...
For more on elven history see
dragonlance section.

Elves like nothing more than balance and stability, they dislike change. They see a human's life as but a few hours, nature as something to be preserved, they value freedom greatly, and patience as virtue. Elves care little for short term goals or things that will last a short time, so they value long standing things like music and nature above most other things. Despite their thinking of Dwarves leading strict narrow lives, Elves do respect the crafts Dwarves can produce.
The Silvanesti are Krynn's haughtiest elves believing themselves to be the purest elf and more superior being then the rest; they dislike most other races and prefer their isolation. The Qualinesti are a side shoot of the Silvanesti and are more open minded calm peoples. Kagonesti are the wood elves of Krynn living in forests like the first elves did. Dargonesti and Dimernesti are both sea dwelling elves calling the depths home rather than the forests. Half-Elves are the offspring of human-elf parents, and are looked upon by both races as "bastard children". They are usually shunned by both, but sometimes can be found among both as accepted and respected people. Elves are considered adults at age 110.
Elves on the whole are more slender in physique than humans and possess greater dexterity. And due to there extensive combat training elves get weapons bonuses depending on the subrace. For instance a Silvanesti gets a +1 to attack when using a sword or bow (not crossbow);
so he/she could move, loose an arrow and move all in one round. Elvish warriors prefer light armor or none rather than donning heavy armour like a knight would wear.
There are no Drow in Dragonlance, but there are Dark Elves. Any Elf who has fallen from the "light" and has resorted to becoming an evil being is cast out of Elven society and labelled a Dark Elf; Dalamar the Dark is an example of this.
All Elves speak a version of Elven native to their own sub race on Krynn.


Qualinesti
The Krynnish version of the common High Elf would be the Qualinesti. Commonly found in most Human cities but most of all in Qualinost. Finding the city is nearly impossible unless you are escorted or know the way. You wouldn't know it but at any time you are in the Qualinesti forests dozens of eyes track your movements. Overall the Qualinesti are good people and are not known for their arrogance like the Silvanesti. The Qualinesti are lead by the Speaker of the Sun.
Physical:
Height:
4'7" - 5'10" (males)  4'2" - 5'5" (females)
Weight:
93 - 120 lbs (males)   73 - 100 lbs (females)
Skin:
white   Eyes: brown - green - blue   Hair: usually golden
Lifespan:
~1100 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
-2 Constitution Penalty






Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below
Hit Dice and Advancement: By class
- Low Light Vision.
Consult the official D&D3e Players Hand Book and Monster Manual for elven racial traits.

Initial Languages:
Elven and Common.
Alignment:
Usually Chaotic Good.
Favored Class:
Fighter.
Advanced D&D 2nd Edition
Ability Stats:
Strength: 
7/18      
Dexterity: 
7/19
Constitution: 
3/17
Intelligence:
8/18 
Wisdom: 
8/18 
Charisma: 
8/18 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors

Thieving Adjustments:
pick pockets = +5%
, open locks = -5%, move silently = +5%, hide in shadows = +10%, detect noise = +5%



Silvanesti
Like Gray Elves,  the Silvanesti (who they most closely resemble) are similarily arrogant and believe that they are the noblest of their kind. The Silvanesti call Silvanost home, a very reclusive place with a large moat surrounding the city. They ultilize sea turtles to ferry people back and forth; as a bridge would just let enemies in. The Silvanesti do not let their forests run rampant as other Elves do, they shape them to have straight evenally spaced trees, etc. Woodshaper Elves perform this task to make the forests of Silvanesti perfect. They are lead by the Speaker of the Stars.
Physical:
Height:
5'1" - 6'0" (males)  4'7" - 5'8" (females)
Weight:
88 - 115 lbs (males)  78 - 105 lbs (females)
Skin:
pale white   Eyes: blue - brown - violet  (most noble) Hair: golden or silver
Lifespan:
~1200 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:

+2 Dexterity Bonus
-2 Constitution Penalty
+2 Intelligence Bonus





Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below
Hit Dice and Advancement: By class
- Low Light Vision.
Consult the official D&D3e Players Hand Book and Monster Manual for elven racial traits.

Initial Languages:
Elven and Common.
Alignment:
Usually Chaotic Good.
Favored Class:
Wizard.
Advanced D&D 2nd Edition
Ability Stats:
Strength:
3/17        
Dexterity: 
7/19
Constitution: 
3/16
Intelligence: 
8/20
Wisdom: 
3/18
Charisma: 
8/18 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors

Thieving Adjustments:
pick pockets = +5%
, open locks = -5%, move silently = +5%, hide in shadows = +10%, detect noise = +5%



Kagonesti
The Wood Elves of Krynn exist as Kagonesti, a branch of Elf that felt the pull of nature stronger than the Qualinesti or Silvanesti. The live very simple lives in villages deep in Krynn's forests. The Kagonesti belong to tribes and decorate their bodies with tattoos; displaying symbols of their tribe. Kagonos founded them as a sub race and since then the Wood Elves have sank deeper into the forests. You'll never spot a Kagonesti in the wild but they will always spot you. Kagonesti are so silent and hidden that they can surprise other Elves.
Physical:
Height:
4'10" - 6'0" (males)   4'6" - 5'6" (females)
Weight:
98 - 131 lbs (males)   83 - 116 lbs (females)
Skin:
tanned brown  Eyes: brown - green   Hair: brown - red
Lifespan:
~800 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Strength Bonus
+2 Dexterity Bonus
-2 Intelligence Penalty
-2 Charisma Penalty



Racial Features:
Natural AC: 
10
Speed: 
30'
Spell Resistance:
see below
Hit Dice and Advancement: By class
- Low Light Vision.
Consult the official D&D3e Players Hand Book and Monster Manual for elven racial traits.

Initial Languages:
Elven, Sylvan and Common.
Alignment:
Usually Neutral.
Favored Class:
Ranger.
Advanced D&D 2nd Edition
Ability Stats:
Strength: 
8/18        
Dexterity: 
8/19
Constitution: 
8/18
Intelligence:
8/16   
Wisdom: 
8/18 
Charisma: 
8/17 

Racial Features:
Natural AC:
10
Movement Rate:
12
Magical Resistance:
90% to sleep and charm spells
-
Infravision 60'
-
+1 to attack with swords or bows
-
in woods/forests a surprise modifier of -4 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors

Thieving Adjustments:
pick pockets = +5%
, open locks = -5%, move silently = +5%, hide in shadows = +10%, detect noise = +5%



Dargonesti, also known as the Quoowahb
One of two races of Sea Elf in Krynn. The Dargonesti are more advanced than the Dimernesti. The have massive deep ocean cities (Uriona is an example) that some unfortunate sailors have seen after turning over in a storm. The Dargonesti employ slave labor to perform menial tasks for their cities. A very long time ago they brought the power of the seas forth to war on Silvanost. They eventually lost but they made themselves known as a threat to those on land.The Dargonesti are like the Silvanesti in the sense that they believe they are most noble and masters of their world. They are lead by the Speaker of the Moon.
Physical:
Height:
5'5" - 6'5"
Weight:
110 - 140 lbs (males)   88 - 115 lbs (females)
Skin:
dark blue   Eyes: purple   Hair: green - silver
Lifespan:
~1000 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf, Aquatic)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
+2 Intelligence Bonus
-2 Charisma Penalty





Racial Features:
Natural AC: 
10
Speed: 
20' Swim 40'
Spell Resistance:
see below
Hit Dice and Advancement: By class
Consult the official D&D3e Players Hand Book and Monster Manual  for aquatic elf traits.
- Proficient with spears, tridents, crossbows and nets.
- Can change into a Dolphin at will; like a Druid (no orientation penalties). Control Shape skill and Improved Control Shape feat not needed.
- +8 to Swim.
Initial Languages:
Elven and Aquan.
Alignment:
Usually Neutral.
Favored Class:
Sorcerer.



Advanced D&D 2nd Edition
Ability Stats:
Strength: 
5/18       
Dexterity: 
9/19
Constitution: 
5/18
Intelligence:
7/18
Wisdom: 
7/18
Charisma: 
5/18

Racial Features:
Natural AC:
9
Movement Rate:
9, Sw 15
Magical Resistance:
90% to sleep and charm spells
-
"Infravision" 360', not really infravision where one can see hot and cold, but rather the movement of water currents. Does not work above water
-
+1 to attack with tridents and spears
-
in seaweed a surprise modifier of -5 on others is imposed
-
1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
-
Swimming and Fishing proficiencies automatic
Dimernesti, also called Shoal elves
More village dwelling Sea Elves and most even nomadic the Dimernesti live more inland than the Dargonesti and are commonly called Shoal Elves. They frequently trade with Human and Elven merchant vessels. Sunken or lost goods or even Sea Elf crafted items are traded for things they cannot produce under they seas or in salt water. They are tribal much like the Kagonesti and are lead by the Speaker of the Sea.
Physical:
Height:
5'5" - 6'5"
Weight: 120 - 150 lbs  (males)   88 - 115 lbs  (females)
Skin: light blue   Eyes: dark blue - dark green   Hair: silver
Lifespan: ~900 years old
Face and Reach: 5' x 5' / 5'
Medium Sized Humanoid (Elf, Aquatic)
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+2 Dexterity Bonus
+2 Charisma Bonus





Racial Features:
Natural AC:
10
Speed: 20' Swim 40'
Spell Resistance: see below
Hit Dice and Advancement: By class
Consult the official D&D3e Players Hand Book and Monster Manual  for aquatic elf traits.
- Proficient with spears, tridents, crossbows and nets.
- Can change into a Sea Otter at will; like a Druid (no orientation penalties). Control Shape skill and Improved Control Shape feat not needed.
- +8 to Swim.
Initial Languages: Elven, Aquan and Common.
Alignment: Usually Chaotic Good.
Favored Class: Fighter.



Advanced D&D 2nd Edition
Ability Stats:
Strength: 
3/18         
Dexterity: 10/19
Constitution: 8/18
Intelligence: 8/18
Wisdom: 3/18
Charisma: 8/18

Racial Features:
Natural AC:
9
Movement Rate: 9, Sw 15
Magical Resistance: 90% to sleep and charm spells
- "Infravision" 360', not really infravision where one can see hot and cold, but rather the movement of water currents. Does not work above water
- +1 to attack with tridents and spears
- in seaweed a surprise modifier of -5 on others is imposed
- 1-6 to Notice Secret Doors, 1-3 to Find Secret Doors, 1-2 to Find Concealed Doors
- Swimming and Fishing proficiencies automatic
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