ELVES

The elves are clans of human-sized fairies who travel back and forth from the Spiritual World and the Mundane world at certain places and certain times on the calendar. They are organized into Courts and Folks of various sorts.

All elves are immune to sleep, charm, and hypnosis spell effects.

ELF KNIGHT ( 6 HD Soldier)

ELF WARHORSE (3 HD Brute)

ELF ARCHER (7 HD Sniper)

ELF ENCHANTRESS (11 HD Leader)

AC: 13 HD 11 HP 45
Resistance: 13; vs magic 22
Mods: W +3/N+7/S+12
Speed: 30'
Morale: +3 if alone, +12 if with minions
Stealth +7, Perception +7
Melee Attack: +3 Damage: 3d10, piercing dagger 1d6
Magic Attack: +12 vs Wisdom: 55' diameter burst of enchantment, 3 times per turn, fall asleep
Enchantment Attack: +12 vs Wisdom: 30' range, 1 target, Charmed
Disguise: enchantress can magically take the illusionary appearance of any other person.
Obscuring Mist: 330'x330' area, limits sight to 15' to all but enchantress, advantage to Stealth to enchantress
Immune: to non-magic weapons and natural attacks
Immune: sleep, charm, hypnosis Adept: can use 2 spells
S+3, D +2, C+3, I +2,W+6,Ch+6