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Velderag (Hyperborean Elf) Merlak the Kimmerian fighter struck the velderag again harshly.'Talk, elf!' he demanded as blood trickled out of the creature's mouth. Silence.'This is not good,' said Jorn the Kelt. 'Leave him be.'The Kimmerian turned to the Kelt.'I want to know if there are more of these things slinking around.'Eerie music suddenly could be heard on the breeze. Jorn stepped away from the Kimmerian and the velderag. Three arrows suddenly whirred from the cover of the forest, all striking Merlak with deadly precision. A cold blade was at Jorn's throat.'You live, but be party to this again and you will die,' a voice hissed in his ear.
Velderag (Hyperborean Elf)No. Enc.: 1d6 (2d12)Alignment: Neutral Movement: 90' (30’) (40 in AS&SH)Armor Class: 7Hit Dice: 1+2Attacks: 1 Damage: 1d6 or by weaponSave: F4 (Saving Throw 15 in AS&SH)Size: M (slight build, average height around 5'4”)Morale: 10Hoard Class: VII (Treasure Type A in AS&SH)XP: 65
The Velderag are rarely seen, many believe these creatures are legends until they see a shimmering light deep in the woods at night and foolishly choose to see what is creating that ominous glow. The Hyperborean Elf lives in heavily wooded areas, their buildings are cleverly hidden in the foliage. Thought to have once been a great race, now these humanoids just want to be left alone and do not like intrusions. Adventurers are outcasts, spies or learning about the outside world.Special: +2 save versus magic, Infrared vision, as the spell, 60' radius, notice traps (5-6 on 1d6), +1 to hit with missile weapons, +1 to Move Silently.
As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: These strange elves can be a player option with the following modifications:
Physically weak: -1 to Strength, Sharp mind: +2 to Intelligence, +1 to WisdomClass: Unlimited advancement as Magician or Thief or any subclass, Level 7 in Cleric or Any Cleric subclass, Level 6 as Fighter or any Fighter subclass.