Towering, sun-scarred desert raiders who outrun horses, strike from ambush out of the dunes, and trust no one beyond the borders of their own tribe.
The elves of the desert world are tall and rangy, standing 6 1/2 to 7 1/2 feet, with wiry, heavily muscled limbs beneath a lean frame. Generations of exposure have weathered their bodies and left them with weaker Constitutions, and their faces look carved by sun and wind. To endure the wastes they wrap themselves in dark, protective garments. Clan symbols are stitched throughout these clothes, though never on cloaks or other outer layers, which are dyed or woven in desert hues to hide the wearer. Elves treat this garb as part of who they are and keep it on even indoors.
Many elves know common, especially those who trade with humans, but among themselves they use a rapid-fire tongue of short, mostly one-syllable words that outsiders struggle to follow. Slowing down for foreigners irritates them, so they simply say less, which earns them a reputation for coldness.
Desert elves are quick as snakes. Their agility makes them hard to hit and gives them superb aim with thrown and missile weapons, and a streak of raw ferocity makes them vicious even when cornered, disarmed and outnumbered. They also possess the elf run, a natural speed that lets them cover long distances in about half the time other demihumans of similar size would need. In combat this appears as a bonus to their movement rate each round, scaled to the elf's Dexterity.
An old tale tells of an elf warrior who struck a far stronger foe three times before the brute even knew he was there, and cut him down before he could land a blow. True or not, its lesson, speed and a keen edge win fights, shapes all elven tactics. No elf will carry a clumsy weapon, and most would sooner fight barehanded than swing a war hammer. Their favorites are long, slender arms: polearms and the long sword. Most elven arms deal 1d6 damage, modified somewhat by the materials used to make them.
Elves believe true mastery belongs to a particular weapon, not a weapon type, and spend long hours with their own blades and bows. Wielding a long bow or long sword crafted within their own tribe, an elf gains +1 to attack rolls. No such bonus applies to one made by another tribe, however fine, or by the best city-state smiths.
On their home deserts and steppes, elves use coloring, physique and local knowledge to vanish into the landscape, giving victims of their ambushes a -4 penalty to surprise rolls (other elves excepted). They often shadow travelers for hours before striking. The talent does not protect them, though; elves are surprised as easily as anyone, even on home ground.
These elves have no special resistance to sleep or charm spells and rely only on saving throws against them. Their Armor Class comes from shaped leather armor and high Dexterity.
A war or hunting party of more than six includes a hunting leader (3 HD, THAC0 17, AC 5) per 10 elves, plus, per 15 elves, one psionicist and one raiding leader (each 5 HD, THAC0 15, AC 5). A home tribe of 50-200 has these same leaders, two clerics (5 HD, THAC0 15, AC 5) per 50 elves, a psionic leader (7 HD, THAC0 13, AC 4), and a chieftain (10 HD, AC 4, THAC0 11) with either clerical or psionic powers at even odds.
Loyalty inside an elven tribe is fierce and stops dead at its borders: an elf from another tribe is as likely a foe as any stranger. An outsider can earn a place only through long service, sacrifice and courage, and sometimes even that fails. Tavern tales speak of chieftains who demand proof such as tattoos cut with a dagger or brands seared with hot iron. Being an elf does not make a newcomer any more likely to be accepted.
Desert life has hardened them. Natural temperatures from 32 to 110 degrees do not affect them, though magical heat or cold harms them normally. Their bodies shrug off fatigue in spite of weak Constitutions, so they add their Constitution score to their base march rate of 24, or to the forced march rate of 30. Whether alone or in a war band, an elf can cover 36 movement points per day, or 42 on a forced march. They scorn riding beasts as slow and conspicuous. That speed, combined with 60-foot infravision, makes them a constant danger to anyone crossing the wilds between city-states.
Having lived mostly in the open, they gain no bonus for finding secret or concealed doors, though they can use the optional elven communion and manifestation abilities. Their shorter lives in this harsh world also mean they need sleep.
Most elves earn an honest living herding, while some turn to profitable trading and others to raiding and theft. Their way with languages, knowledge of many kinds of terrain and ability to haul goods quickly over long distances suit them to either trade. Mantis warriors, who see elves as food, are their natural foes. Few elves live past 140.
Elves and humans cross paths constantly, so mixed children appear now and then. A half-elf's build falls between the two parents, and most can pass as either race if needed. Neither culture embraces them readily, though humans are much more accepting, and the rare half-elf born into an elven tribe may stay. Half-elves, unlike muls or half-giants, do not see themselves as a people apart and build no communities of their own. Most feel like outsiders and spend their lives wandering.
More: Monsters starting with E · Dark Sun monsters · All monsters A-Z
Related: Aquatic Elf · Deep Sea Elf [Dragonlance] · Drow [Elf] · Elder High Elf [Dragonlance] · Elf · Grugach [Elf] · Half-Elf [Dragonlance] · Rockseer Elf · Shoal Elf [Dragonlance] · Valley Elf · Western High Elf [Dragonlance] · Wild Elf [Dragonlance]
| Climate/Terrain | Any land |
|---|---|
| Frequency | Common |
| Organization | Clan |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Average (8-10) |
| Treasure | Varies |
| Alignment | Chaotic neutral |
| No. Appearing | 3-30 (3d10) |
| Armor Class | 6 (10) |
| Movement | 12 |
| Hit Dice | 1+1 |
| THAC0 | 19 |
| No. of Attacks | 1 |
| Damage/Attack | 1d2 or by weapon |
| Special Attacks | Nil |
| Special Defenses | Surprise |
| Magic Resistance | Nil |
| Size | M (7' tall) |
| Morale | Steady (12-13) |
| XP Value | 35 Hunting leaders: 65 Raiding leaders: 420 Psionicists: 650 Clerics: 650 Psionic leaders 975 Chieftains: 2,000 |