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Eladrin and Elves, Mystaran

by John Walter Biles

Mystaran Elves and Eladrin derive from a common root in the elves who existed before the fall of Blackmoor and the original Elven homeland. Some retained the intellectual prowess of their ancestors (Eladrin), while others became more attuned to nature (Elves). Most of the inhabitants of Alfheim are Elves, though there's been enough intermixing that a few Eladrin are born into Elven clans and vice versa. The elves of Alphatia are mostly Eladrin, as is the Belcadiz clan of Glantri.

Belcadizan Eladrin Rapier Duellist, Level 3 Skirmisher
Medium fey Humanoid XP 150
Initiative +7 Senses Perception +0; low-light vision
HP 45; Bloodied 22
AC 17; Fortitude 15, Reflex 17, Will 15
Saving Throws +5 vs. Charm Effects
Speed 6
m Belcadizan Rapier (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d10+4 damage
M Rapier Feint (standard; at-will) | Martial, Weapon
+6 vs. Will; 1d6+4 damage and target has –2 to AC until the end of his next turn.
M Long Thrust (standard; at-will) | Martial, Weapon
Reach 2; +6 vs. Reflex; 1d6+4 damage
Lightning Storm (standard; encounter) | Arcane, Lightning
Area Burst 2 within 10; +6 vs. Reflex; 1d6+3 Lightning Damage and slow (save ends)
Trance
The Belcadizan does not need to sleep, merely to enter a trance for 4 hours to gain the benefit of an extended rest; during this trance, she is aware enough of her environment to leave the trance if danger or necessity arises.
Fey Step (move; encounter) | Teleportation
The Belcadizan Rapier Duellist can teleport 5 squares.
Ritual Magic
Most Belcadizans know a handful of rituals.
Alignment Unaligned Languages Common, Elven, Glantrian
Skills Arcana +11, Diplomacy +8, History +11, Intimidate +8
Str 14 (+3) Dex 19 (+5) Wis 9 (+0)
Con 13 (+2) Int 17 (+4) Cha 14 (+3)
Equipment Cloth Armour, Belcadizan Rapier

Belcadizans tend to prefer the rapier to all other weapons, especially since they tend to be fairly nimble. (Eladrins are nimble by nature like their brothers and sisters, the Elves.) Belcadizan nobles especially study it and tend to be rather touchy with little common sense at all.

Clan Chossum Elven Merchant Level 3 Controller
Medium fey Humanoid XP 150
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +4 Senses Perception +5; low-light vision
HP 43; Bloodied 21
AC 17; Fortitude 14, Reflex 15, Will 16
Speed 7
m Longsword (standard; at-will) | Martial, Weapon
+7 vs. AC; 1d8+4
C Thunderwave (standard; at-will) | Arcane, Implement, Thunder
Close Blast 3; +6 vs. Reflex; 1d6+3 Thunder Damage and push 2
R Mind Arrow (standard; at-will) | Arcane, Implement, Psychic
+7 vs. AC; 1d6+3 Psychic Damage and Slow until the end of your next turn.
Assess Value (standard; at-will)
The Merchant can determine the current market value in his current area of anything just by glancing at it.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Ritual Master
Clan Chossum merchants are usually quite willing to perform rituals for hire and possess several. They seem to have an especial fondness for Comprehend Language, Tenser’s Floating Disk, and Eye of Alarm.
Alignment Unaligned Languages Common, Elven, Supernal
Skills Arcana +8, Bluff +9, Diplomacy +9, Insight +8, Nature +5
Str 10 (+1) Dex 15 (+3) Wis 14 (+3)
Con 11 (+1) Int 14 (+3) Cha 16 (+4)
Equipment Cloth Armour, Longsword, Ritual Book, Wand

Clan Chossum are inclined in a mercantile direction; many of its members focus more on magic than swordplay, as it’s more useful in business dealings. Most Chossum have an eye for the main chance but are not actively fraudulent.

Elvenguard of Karameikos, Level 2 Soldier
Medium fey Humanoid XP 125
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +5 Senses Perception +10; low-light vision
HP 38; Bloodied 19
AC 18; Fortitude 15, Reflex 14, Will 14
Speed 7
m Longsword (standard; at-will) | Martial, Weapon
+9 vs. AC; 1d8+4 damage
m or r Dagger (standard; at-will) | Martial, Weapon
Ranged 5/10; +10 vs. AC; 1d4+4 damage
Dual Strike (standard; at-will) | Martial, Weapon
The Elvenguard makes two melee attacks: Longsword (+9 vs. AC; 1d8+1 damage) and Dagger (+10 vs. AC; 1d4+2 damage) against the same or different targets.
Longbow (standard; at-will) | Martial, Weapon
Ranged 15/30; +9 vs. AC; 1d10+2 damage
Coordinated Fighting
An Elvenguard adjacent to 2 or more allies gains +1 to hit and +1 to AC Defence.
Cantrips
Members of the Elvenguard can use all Wizard Cantrips.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Ritual Master
Elvenguard Members typically know only a handful of rituals, but Eye of Alarm is very popular.
Alignment Good Languages Common, Elven, Traladaran
Skills Arcane + 8, Endurance + 8, Nature + 10, Stealth +8
Str 17 (+4) Dex 15 (+3) Wis 14 (+3)
Con 14 (+3) Int 15 (+3) Cha 11 (+1)
Equipment Chainmail, Longsword, Dagger, Longbow and Arrows

The Elvenguard of Karameikos are staffed largely from the ranks of the Callarii elves and other elves of Karameikos. They are better at stabbing than magic, and form one of the two main elite units which together forms the Second Division. There are two companies of 60, each headed by a third level Lieutenant. The commander of the battalion is a sixth level Elf.

Elven Treekeeper Level 8 Controller
Medium fey Humanoid XP 350
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +9 Senses Perception +12; low-light vision
HP 85; Bloodied 42
AC 22; Fortitude 17, Reflex 20, Will 21
Speed 7
m Longsword (standard; at-will) | Martial, Weapon
+13 vs. AC; 1d8+5 and target has –2 to hit anyone until the end of the Treekeeper’s next turn.
R Bramble Vines (standard; at-will) | Divine
Area Burst 1 within 10; +12 vs. Reflex; targets are immobilised (save ends)
Charm Person (standard; Refresh 5-6) | Arcane, Charm
Ranged 10; +12 vs. Will; target makes a basic melee or ranged attack against one ally each round (save ends)
Vine Onslaught (standard; Refresh 5-6) | Divine, Zone
Area Burst 2 within 20; +12 vs. Reflex; 3d8+5 damage and targets are immobilised (save ends). The area lasts as difficult terrain until the end of his next turn; anyone who begins inside the zone or enters it is attacked: +12 vs. Reflex; 1d8+5 and immobilised (save ends). Sustain Minor: The effect lasts another turn.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Ritual Master
Treekeepers usually possess an extensive library of rituals to be used for the good of the clan.
Alignment Good Languages Common, Elven, Supernal
Skills Arcane + 12, History +12, Nature +17, Religion +12
Str 14 (+6) Dex 20 (+9) Wis 22 (+10)
Con 13 (+5) Int 17 (+7) Cha 12 (+5)
Equipment Cloth Armour, Longsword, Ritual Book

Some Elves eventually delve into the lore of Ilsundal's trees, becoming protectors of the Holy Trees which form the heart of many Elven clans.

Erewani Elven Noble Archer Level 3 Artillery
Medium fey Humanoid XP 350
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +5 Senses Perception +6; low-light vision
HP 85; Bloodied 42
AC 22; Fortitude 17, Reflex 20, Will 21
Speed 7
m Shortsword (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d6+3 damage
R Longbow (standard; at-will) | Martial, Weapon
Ranged 15/30; The Archer may shift one before attacking; +10 vs. AC; 1d10+3 damage
C Frost Hands (standard; at-will) | Arcane, Cold
Close Blast 3; +8 vs. Reflex; 1d6+3 Cold Damage and push 1
Illusory Terrain (standard; encounter) | Arcane, Illusion, Zone
Area Burst 3 within 10 squares; target zone offers cover and concealment to all allies, while depriving all enemies of such. It lasts until the end of the elf’s next turn. Sustain Minor: The zone lasts another turn.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Light Step
He adds +1 to the Overland movement of himself and all allies when making long treks.
Ritual Magic
Most Erewani Noble Archers know a handful of rituals, especially Animal Messenger and Eye of Alarm.
Alignment Good Languages Common, Elven
Skills Bluff +8, Diplomacy +8, Insight +9, History +6, Nature +6
Str 13 (+2) Dex 19 (+5) Wis 17 (+4)
Con 12 (+2) Int 11 (+1) Cha 14 (+3)
Equipment Leather Armour, Longbow and Arrows, Short Sword, Court Clothing

Erewani nobles study a mix of traditional Elven archery and magic, along with social skills for court politics and intrigue. There are far more nobles in the Erewani (and Belcadizan) lands because most Eladrin and Elves at least dabble in magic enough to qualify as gentlemen. Though a lot of them really aren’t all that good at it.

Feadiel Elven Adventurer Level 3 Skirmisher
Medium fey Humanoid XP 150
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +7 Senses Perception +9; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 17, Will 14
Speed 7
m Shortsword (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d6+3. If he moves after making this attack, the first square of movement does not draw opportunity attacks.
r Longbow (standard; at-will) | Martial, Weapon
He shifts one square before or after this attack; +8 vs. AC, 1d10+3 damage
Two-Fanged Strike (standard; encounter) | Martial, Weapon
The Adventurer makes two Longbow attacks on the same target, adding +2 extra damage if both hit.
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Alignment Good Languages Common, Elven
Skills Athletics +8, Dungeoneering +7, Nature +9, Stealth +10
Str 15 (+3) Dex 19 (+5) Wis 13 (+2)
Con 14 (+3) Int 13 (+2) Cha 11 (+1)
Equipment Leather Armour, Longbow and Arrows, Twin Shortswords

Clan Feadiel is dedicated to proving its own worthiness to exist, as it still feels a lot of guilt for its past failures. Many members become wandering adventurers, trying to prove their worth.

Grunalf Clan Elven Scout Level 3 Lurker
Medium fey Humanoid XP 150
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +9 Senses Perception +10; low-light vision
HP 38; Bloodied 19
AC 18; Fortitude 15, Reflex 17, Will 15
Speed 7
m Shortsword (standard; at-will) | Martial, Weapon
He may shift one square before or after the attack; +6 vs. Reflex; 1d6+4 damage and slow to the end of his next turn
r Shortbow (standard; at-will) | Martial, Weapon
Ranged 10/20; +8 vs. AC; 1d10+4 damage
Forest Manoeuvring (Move; at-will)
In a forest, he may make a full move while remaining under stealth with no penalty.
Sneak Attack
+2d6 damage when he has combat advantage
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Alignment Good Languages Common, Elven
Skills Nature +10, Stealth +10
Str 15 (+3) Dex 19 (+5) Wis 15 (+3)
Con 14 (+3) Int 11 (+0) Cha 12 (+2)
Equipment Leather Armour, Shortsword, Shortbow

Grunalf are attuned to the wilderness; many become the best Treekeepers but their scouts are also the finest in Alfheim.

Longrunner Elven Clan Warrior Level 3 Brute
Medium fey Humanoid XP 150
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +3 Senses Perception +4; low-light vision
HP 46; Bloodied 23
AC 15; Fortitude 15, Reflex 14, Will 15
Speed 7
m Longspear (standard; at-will) | Martial, Weapon
Reach 2; +6 vs. AC; 1d10+4 and marked . Miss: 2 points of damage
r Javelins (standard; at-will) | Martial, Weapon
Ranged 10; +6 vs. AC; 1d6+2 damage
Vitals Shot (standard; encounter) | Martial, Weapon
Reach 2; +6 vs. AC; 2d8+3 damage and slow (save ends)
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Alignment Good Languages Common, Elven
Skills Athletics +9, Endurance +8, Nature +11, Stealth +8
Str 17 (+4) Dex 15 (+3) Wis 16 (+4)
Con 15 (+3) Int 11 (+1) Cha 12 (+2)
Equipment Leather Armour, Longspear

The Longrunner Clan aren’t fond of non-elves or even of elves from outside of Alfheim and would rather close the borders and spend their time hunting and fishing and generally being the closest thing you’ll find to an Elf Barbarian.

Mealidan Clan Elven Military Swordmage Level 3 Soldier
Medium fey Humanoid XP 150
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +5 Senses Perception +5; low-light vision
HP 46; Bloodied 23
AC 19; Fortitude 15, Reflex 16, Will 15
Speed 7
m Longsword (standard; at-will) | Martial, Weapon
+10 vs. AC; 1d8 +4 damage
Booming Blade (standard; at-will) | Arcane, Thunder, Weapon
+10 vs. AC; 1d6+3 Thunder Damage. Until the start of your next turn, if the creature moves away from you, it takes 1d6+3 Thunder damage again.
Aegis of Assault (Immediate Reaction; encounter) | Arcane, Teleportation
When an ally within 10 squares is struck by a melee attack, the elf can teleport to a square adjacent to the attacker and deliver a free basic melee attack.
Prestidigitation (standard; at-will)
As the Wizard Cantrip
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Alignment Good Languages Common, Elven
Skills Arcana+9, Diplomacy +6, History +9, Insight +8, Nature +5
Str 15 (+3) Dex 15 (+3) Wis 14 (+3)
Con 14 (+3) Int 17 (+4) Cha 11 (+1)
Equipment Leather Armour, Longsword

Red Arrow Clan Elven Military Archer Level 3 Artillery
Medium fey Humanoid XP 150
Aura 5; all non-Elven allies gain +1 to Perception (racial bonus)
Initiative +5 Senses Perception +9; low-light vision
HP 38; Bloodied 19
AC 17; Fortitude 14, Reflex 16, Will 14
Speed 7
m Shortsword (standard; at-will) | Martial, Weapon
+8 vs. AC; 1d6+1 damage
r Longbow (standard; at-will) | Martial, Weapon
Ranged 15/30; +10 vs. AC; 1d10+4 damage
Hand Shot (standard; encounter) | Martial, Weapon
Ranged 15/30; +8 vs. Fortitude; 3d6+3 damage and target has –2 to hit (save ends)
Cover Exploiter
+2 to hit when firing from cover or concealment
Elven Accuracy (free; encounter)
The elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Wild Step
The elf ignores difficult terrain when it shifts.
Alignment Good Languages Common, Elven
Skills Endurance +8, Nature +9, Stealth +10
Str 13 (+2) Dex 19 (+5) Wis 13 (+2)
Con 14 (+3) Int 12 (+2) Cha 15 (+3)
Equipment Leather Armour, Longbow and Arrows, Shortsword

Clan Red Arrow is always training for war, and its members are experts in those arts. They are descended from the honour guard Mealiden assembled for Ilsundal and will NEVER LET YOU FORGET IT. They prefer to fight from cover or concealment whenever possible and are as expert of guerrillas as any level 3 person can be.