Snow Elf

FREQUENCY: Very Rare (at best)
# APPEARING: 1-3
ARMOR CLASS: See below
MOVE: 14"
HIT DICE: average: 7
% IN LAIE: 100%
TREASURE TYPE: Individual: M,X
  In lair: G, I, S, T, V
# ATTACKS: 1+
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Genius to Supra-Genius
ALIGNMENT: Lawful Evil
SIZE: M (6')
PSIONIC ABILITY: See below
LEVEL/X.P. VALUE: Variable
Snow Elves, or Blue Elves, are a very particular race that lives, and that can survive, but in the coldest of the regions. Their number is very, very small. Tales say they were originally Gray Elves that were exiled at pole in very ancient times, for reasons now forgotten. Only the stronger ones could survive, but at the cost of adapting their bodies with the centuries. Their skin turned light blue, their hair white. Eyes, to resist the brightness of the endless artic days and to see in the endless artic nights, became similar to those of cats. Yet the worse happened to their blood, that turned cold; so that they cannot survive a warm day, and they suffer terribly even for simple chill. For this reason they are confined at pole and never adventure into less cold regions but at winter.

Their life, on the other hand, prolonged beyond any known limit, up to not less than 7,000 years. Such a never-ending time they had to spend in such a waste lands, they employed by studying books and thinking on their future vengeance, thus highly increasing their intelligence and wisdom, and naughtiness as well. So they deadly hate all of warm-blood sentient creatures.

Snow Elves live into ice castles and dungeons numbering some 15 to 60 (5d10 +10) individuals of both sexes. Children and olds represent somewhat like but 1%, for they reproduce scarcely and furthermore childhood and old age are very short in front of the length of their life.

Along with them there are always 1-4 White Dragons, 2-24 Winter Wolves (Monster Manual) and/or 3-12 Northern Bears (Monster Manual II). Blue Elves use these monsters in hunting as well as fighting. It's told they ride them at battle, whilst it is certain they use sledges equipped with bears or wolves.

Every Snow Elf always has at least one of the following classes: fighter, cleric, assassin, magic-user, illusionist (males only), monk (females only).

Possible multi-classes are:

Males: illusionist/assassin/cleric, cleric/fighter, fighter/assassin, magic-user/illusionist, illusionist/cleric;

Females: magic-user/assassin, fighter/monk, magic-user/monk, assassin/monk, magic-user/assassin/monk.

Their abilities are determined as follows:

Male Female
Strength: 2d6 +6 2d6 +5
Intelligence: 1d4 +16 1d4 +16
Wisdom: 2d4 +12 2d4 +12
Dexterity: 2d6 +7 2d6 +8
Constitution: 1d6 +14 2d4 +12
Charisma: 1d6 +12 1d6 +12

Snow Elves have a magic resistance of 40% +2% per level (e.g.: 7th level =54%). They are immune to charm and sleep and to cold-based spells, but they suffer a -4 penalty to their saving throws against any fire-using attack forms. They have also the ability of casting three times/day a spell called frost, in all similar to the wand of frost but that is cast by somatic means.

Snow Elves wear long vests of dirty-white color, often with a owl, that are magical so that to increase armor class from +2 up to +5. They wear also white fur boots and gloves.

Fighter and clerics use ice magical armors and helms with base AC from 6 to 3, and magical ice shields +1 or +2.

All of their weapon's edges and blades are made of magical ice, from +1 to +6. Common weapons are ice swords, maces and daggers, bone harpoons and bone composite bows and arrows with magical ice heads.

Magical ice is stronger than steel and it is more resistant to warm than normal ice is; yet it liquefies with ease, as one might think.

Assassins use a special poison on their weapons that freezes warm blood, causing slowness and somnolence. It does 3d6 hit points damage, halved if a saving throw is successful. Furthermore, if saving throw fails, victim drops down for 12 turns in all of his abilities and saving throws for 2-4 points. Spell casting and other complex actions have ten times this number (20%-40%) of fumbling. Effects are cumulative and can bring to death if even but one ability reaches 0. Also, if one ability reaches 3, victim falls asleep; in this case, if weather is very cold, he must save against system shock survival (without penalties) or die of frostbite in 4-12 turns.

Blue Elves know a lot of languages, yet most are too ancient and in disuse.

Taken from the horror movie La Notte dei Gabbiani.

By Gianluca Meluzzi, 1983, 1990, 1999.

glmeluzzi@libero.it

For AD&D 1st Edition, TSR Games.