Elf, Aquatic

Medium Humanoid (Elf, Aquatic) — CR 1

()Updated 3.5

Elf, Aquatic is a D&D 3.5 monster from —. CR 1, HD 1d8+1 (5 hp).

Hit Dice
1d8+1 (5 hp)
Initiative
+1
Speed
land 30 ft, 30 ft., swim 40 ft.
Base Attack / Grapple
+1/+2
Attack
Trident +3 melee
Full Attack
Trident +3 melee
STR
13
DEX
13
CON
12
INT
8
WIS
9
CHA
8
Fort / Ref / Will
+3 / +1 / -1
Challenge Rating
1
Alignment
Usually chaotic good
Organization
Squad (2-4), patrol (5-10 plus 2 3rd-level dolphinriders and 1 leader of 4th to 6th level plus 1-2 porpoises), or band (30-80 plus 25% noncombatants plus 1 3rd-level dolphinrider per 10 adults, 5 5th-level lieutenants, and 2 7th-level captains, plus 5-8 porpoises or 1-2 orcas, plus 2d6 hippocampi)
Treasure
Standard
Level Adjustment

Special Abilities

Aquatic Elf Traits
Swim 40 feet.Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules on page 88 in the DUNGEON MASTER's Guide).Proficient with tridents, spears and nets, regardless of character class.Immunity to magic sleep spell and effects.+2 racial bonus to Will saves against enchantment spells or effectsLow-light Vision: Aquatic elves can see four times as far as a humans in starlight, moonlight, torchlight, etc.+2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.Immunity to magic sleep spell and effects.+2 racial bonus to Will saves against enchantment spells or effectsLow-light Vision: Elves can see twice as far as a humans in starlight, moonlight, torchlight, etc.+2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Description

Swim 40 feet.Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules on page 88 in the DUNGEON MASTER's Guide).Proficient with tridents, spears and nets, regardless of character class.Immunity to magic sleep spell and effects.+2 racial bonus to Will saves against enchantment spells or effectsLow-light Vision: Aquatic elves can see four times as far as a humans in starlight, moonlight, torchlight, etc.+2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.Immunity to magic sleep spell and effects.+2 racial bonus to Will saves against enchantment spells or effectsLow-light Vision: Elves can see twice as far as a humans in starlight, moonlight, torchlight, etc.+2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.