Dire Elf (3.5e Monster)
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Dire Elf | |
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Size/Type: | Medium Humanoid (Elf) |
Hit Dice: | 4d8+12 (30 hp) |
Initiative: | +2 |
Speed: | 40 ft, climb 20 ft |
Armor Class: | 17 (+2 dex, +5 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: | +3/+8 |
Attack: | Claw +8 melee (1d6+4, 20/x2) or Rapier +8 melee (1d6+4, 18-20/x2) or Composite Longbow +6 ranged (1d8+4, 20/x3) |
Full Attack: | Two Claws +8 melee (1d6+4, 20/x2) or Rapier +8 melee (1d6+4, 18-20/x2) or Composite Longbow +6 ranged (1d8+4, 20/x3) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Devour Essence, Long Curse, Wilding |
Special Qualities: | DR 3/cold iron, Elven Grace, Endure Elements, Evasion, Immunity to Sleep, Low-Light Vision, Trackless Step, Woodland Stride, Resist Acid/Cold/Electricity/Fire 3, Scent |
Saves: | Fort +6, Ref +8, Will +5 (+9 vs enchantment) |
Abilities: | Str 18, Dex 14, Con 16, Int 16, Wis 14, Cha 14 |
Skills: | Hide +5, Listen +5, Move Silently +5, Spot +5, Tumble +4 |
Feats: | Precise ShotB, Run, Quick Draw |
Environment: | Any Forest |
Organization: | Solitary, Pair, or Hunt (3-11) |
Challenge Rating: | 4 |
Treasure: | Standard |
Alignment: | Usually Any Chaotic |
Advancement: | By character class |
Level Adjustment: | — |
Tall, thin, slender, perfect. Its skin was like polished marble, its eyes large almonds of vibrant deep hue, its ears long and feral, and its features simultaneously angular and smooth. Its brow has a crown of antlers or horns that blend seamlessly in. It is eerily perfect, utterly alien, and it was coming for you.
Some rare elves are throwbacks to a more feral, or vicious, and more natural time. They resemble the traditional elf, but their features are more feral and sharp, their alien aspects more exaggerated, and many possess some manner of horns or antlers in place of their eyebrows or along their head. Beastly claws extend from their slender fingers, and their eyes are wild with bloodlust.
Dire elves are considered unstable and monstrous, and will often be quietly shunted away somewhere private to hide the secret shame, and protect the world from their feral cousins. Dire elves speak elven, though in simple terms.
Combat
Dire elves are as capable of using weapons as normal elves, and possess proficiency in the same weapons as normal elves. They are typically ambush predators, moving through wild terrain and using it to their advantage.
Devour Essence (Su): Dire elves are more than able to eat raw meat, even humanoid meat, with no problem. They can devour a corpse up to their size over the course of 1 minute (or half the time each size down, or twice the time each size up). If they devour a corpse, they heal as much hp as the HD of the target, and recover 1 ability damage to all abilities. In addition, they can briefly adopt the form of the last creature they devoured as if using the change shape ability, so long as the devoured creature has a CR equal to its HD or less. It can retain this form for up to 2 hours/HD before it runs out, or until it chooses to shift back. Afterwards, they need to devour new prey to shift again. Shifting is a standard action.
Elven Grace (Ex): A dire elf adds its Charisma bonus to all its saving throws.
Endure Elements (Ex): A dire elf is always under the effect of endure elements.
Evasion (Ex): A dire elf has evasion as a rogue.
Long Curse (Su): If a dire elf is slain, as an immediate action it may speak a dying curse. This acts as bestow curse, but need not go into effect immediately. In fact, it need not go into effect on the creature itself but can pass onto one of the creatures children, their childrens children, and so on. The contingency on this curse is specified on casting and its conditions known to those observing, but the saving throw (DC 18, with a +2 racial bonus to DC) occurs when the curse is triggered. Preventing a dire elf from speaking, or denying them their immediate action, can prevent the curse from going into play. The saving throw is Charisma based.
Trackless Step (Ex): A dire elf has trackless step as a druid.
Wilding (Ex): As a free action up to 10 rounds per day (which need not be consecutive), the dire elf can enter in a state not unlike a barbarian's rage. In this state they gain +4 Strength, +4 Dexterity, and 2 temporary hp per HD. All their speeds increases by +10 ft, and they gain fast healing 1 if within natural terrain. Lastly they gain the effect of diehard as long as they are in this state. They are fatigued for twice as long as they were in their wilding state, and cannot wilding while fatigued or exhausted.
Woodland Stride (Ex): A dire elf has woodland stride as a druid.
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv |
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Alignment | Usually Any Chaotic + |
Author | Eiji-kun + |
Challenge Rating | 4 + |
Environment | Any Forest + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Unrated + |
Size | Medium + |
Subtype | Elf + |
Title | Dire Elf + |
Type | Humanoid + |