Monster, Elf for Shadowdark

Frank Mitchell

Posted: 2025-04-24
Last Modified: 2025-04-24
Word Count: 382
Tags: rpg shadowdark

Table of Contents

“Monster, Elf” is an independent products published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.

Elf

Ethereal, ageless fey-people infused with ancient magic.

Elf Knight

An Elf clad in shining plate armor, carrying a shield and a sword.

AC 17 (plate and shield), HP 18, ATK 1 longsword +2 (1d8), MV near, S +2, D +2, C +2, I +1, W +1, Ch +2, AL L, LV 4

Feyblood. ADV on DEX checks while in the natural wilds.

Elf Noble

An Elf clad in a long, expensive-looking embroidered coat.

AC 15, HP 27, ATK 1 longbow (far) +2 (1d8) or 1 longsword +2 (1d8), MV near, S +2, D +2, C +2, I +2, W +1, Ch +3, AL L, LV 6

Mithral Coat: Wears mithral brigandine disguised as an overcoat.

Feyblood. ADV on DEX checks while in the natural wilds.

Elf Warden

AC 13, HP 9, ATK 1 longbow (far) +3 (1d8) or 1 longsword +0 (1d8), MV near, S +0, D +3, C +0, I +1, W +1, Ch +1, AL L, LV 2

Feyblood. ADV on DEX checks while in the natural wilds.

Elf Wizard

AC 14, HP 45, ATK 1 staff +0 (1d4), MV near, S +0, D +1, C +0, I +3, W +3, Ch +1, AL L, LV 10

Feyblood. ADV on DEX checks while in the natural wilds.

Glamour. An illusion appears within near distance. DC 12 WIS save to disbelieve, or it can hurt characters like the real thing. Advantage on disbelief if it looks out of place or acts out of character.

Summon Air Elemental. A lesser air elemental (Shadowdark p. 215) appears and attacks the Wizard’s enemies.

Vine Snare. One character is ensnared in vines that spring from the earth. DC 15 STR save to break free, Advantage if helped by an ally.

Wall of Earth. A wall of earth and plant matter rises, covering up to near distance horizontally and twice human height vertically. The Wizard can alter the dimensions of this wall.

Wall of Fire. A wall of magical unquenchable flame rises, covering up to near distance horizontally and twice human height vertically. Touching the wall does 1d6 damage; moving through it causes 2d6 damage.