Elf, Aquatic (CR 1/2)
Medium Humanoid (Elf and Aquatic)
Alignment: Usually chaotic good
Initiative: +1 (Dex); Senses: superior low-light vision, Listen +1, and Spot +1
AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1 (+1 against enchantments)
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Trident +3 melee
Full Attack: Trident +3 melee
Damage: Trident 1d8+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8
Special Qualities: Aquatic elf traits, (1st-level Warrior)
Feats: Weapon Focus (trident)
Skills: Handle Animal +1, Listen +1, Ride +3, Search +1, Spot +1, and Swim +9
Advancement: By character class
Climate/Terrain: Temperate aquatic
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/Possessions: Standard
Source:
Stormwrack
Aquatic Elf Traits (Ex):
- 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 effects
- Low-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 effects
- Low-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.