Darkwood Elves

The Elves of Dûr Eryn live deep within the Darkwood, where sunlight does not often penetrate and thrive in it's darkness. Far from the observations of most other sapient species little is currently known about their societal structure or culture within. Most encounters with Darkwood Elves are with scouts in the outer reaches of the forest, where they usually guide (sometimes forcefully) lost travellers back to the light. A scant few Darkwood Elves make their way in the wider world (often by night to avoid the discomfort of the sun) as "Errant", exiled from the woods either by choice or against their will. The wider world is taking an increased interest in this reclusive peoples due to their apparent connection to the coveted Verdant Spiritstones, with Errant Darkwood Elves sometimes trading the crystals to the other races.  

Darkwood Elves Statblocks

Show spoiler

Darkwood Elf Scout

Medium humanoid (darkwood elf), chaotic neutral
Armor Class 12 (Normal) / 16 (Barkskin)
Hit Points 16 ( 3d8+3 )
Speed 30ft Climb: 30ft

STR
11 0
DEX
14 +2
CON
12 +1
INT
11 0
WIS
13 +1
CHA
11 0

Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses Superior Darkvision 120ft., passive Perception 15
Languages Elvish, Common
Challenge 1/2 (100 XP)

At will: Barkskin (1 charge - Action - Target Self) - Recharges after a long or short rest. 1 hour duration. AC is 16 for the duration. Effect ends if unconcious or dead.


Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Sunlight Sensitivity. While in sunlight, or if it's target is in direct sunlight, the Scout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Woodland Camouflage. The Darkwood Elf Scout has advantage on Dexterity (Stealth) checks made to hide in wooded areas.


Actions

Multiattack. The scout makes two melee attacks with it's spear, or, an attack with it's net followed by it's spear, or two ranged attacks.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 ( 1d8+2 ) piercing damage.

Net. Special Weapon Attack: +4 to hit, Thrown, range 5/15., one target. 0 Damage. A Large or smaller creature hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.


 

Description

Light scouts of the Darkwood Elves. Typically found patrolling the outer reaches of the Darkwood. They eschew armor in favor of using their racial power to turn their skin to hardened bark when necessary. They wear light clothing woven with rough plant matter adorned with fresh leaves and grass to assist in blending in with their environment.  

Loot or Salvage

Equipment: Spear. Longbow. Net. Quiver with 20 Arrows.
Other: A Bloomstone Chip (10gb)

Darkwood Elf Treesinger

Medium humanoid (any race), chaotic neutral
Armor Class 11 (16 with barkskin)
Hit Points 27 5d8+5
Speed 30ft Climb: 30ft

STR
10 0
DEX
12 +1
CON
13 +1
INT
12 +1
WIS
15 +2
CHA
11 0

Skills Medicine +4, Nature +3, Perception +4, Animal Handling +4
Senses passive Perception 14
Languages Elven, Druidic and Common
Challenge 2 (450 XP)

The Treesinger is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Treesinger has following spells prepared:

At will: Cantrips (at will): druidcraft, shillelagh, poison spray
1st level (4 slots): entangle, longstrider, speak with animals, goodberry
2nd level (3 slots): animal messenger, lesser restoration, spike growth
Barkskin (1 charge - Action - Target Self) - Recharges after a long or short rest. 1 hour duration. AC is 16 for the duration. Effect ends if unconcious or dead.


Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. hit 3 1d6 bludgeoning damage, 4 1d8 bludgeoning damage if wielded with tow hands, or 6 1d8+2 bludgeoning damage with shillelagh.   Poison Spray. Cantrip Spell (V S): range 10 ft., one target. The target must succeed on a DC 12 Constitution saving throw or take ( 1d12 ) poison damage.


 

Description

Darkwood Elf Treesingers are the druids and spiritual leaders of the Dûr Eryn. They can sometimes be seen perforning a Treesinging ritual, which causes a tree to grow rapidly and reach maturity. The purpose and nature of these rituals and the full extent of Dûr Eryn magic are closely guarded secrets from outsiders.  

Salvage

Equipment: Quarterstaff, Herbalist's Kit.
Other: (50% chance) Bloomstone fragment (100gb)

Basic Information

Anatomy

With limited exposure to the sunlight Darkwood Elves have extremely pale skin. Errants who travel in the sunlight quickly burn, though some eventually develop tans and some resistance to burning. While slender as usual they are often not as tall as other elves, averaging 5 feet tall.

Behaviour

The Darkwood Elves are fiercely territorial, turning away those who would travel into the deeper reaches of the Darkwood. They strike tenuous accords with outsiders that keep to the outer woods in order to trade for iron and steel for arrows and spear tips, usually offering high quality pelts and medicinal supplies in return.

There are reports of Darkwood Elves being openly hostile to those causing wanton destruction to the woods itself, or those found carrying or taking Verdant Spiritstones from the Darkwood.

Additional Information

Perception and Sensory Capabilities

Darkwood elves have superior darkvision, able to see in darkness comfortably at up to 120 ft. Their eyes are poorly adjusted to direct sunlight and they struggle to see comfortably in the full brightness of it's glare.

Civilization and Culture

Common Taboos

Leaving the Darkwood without dispensation from an elder is considered Taboo, and akin to voluntary exile. Some become exiled as a punishment, being labelled as "Errant", forced to travel in the world of the sunlight.
Lifespan
Multiple centuries
Average Height
5 ft. / 150cm
Average Weight
90 to 130lbs / 40 to 60kg

Treesingers

There are some reports of strange Darkwood Elves seen performing a ritual that involves singing to a tree, causing it grow and age rapidly to maturity. The purpose or magic behind these rituals are unknown.

Comments

Please Login in order to comment!