Sea Elves
The Elven branch of the Coral Palaces, living in coastal and shallow sea cities, defending water rights up to the river mouths.
Canonical record
Sea Elves live in the Coral Palaces, River Throne, and independent coastal communities. They do not accept the coastline as a natural political boundary; They consider tidal areas and estuaries as part of the common water geography.
Families can have homes of varying depths. Port construction and waste dumping by surface states are the biggest source of diplomatic conflict.
Sea Elf Tidal Emissary
Medium humanoid (Elf), any disposition
Defense 15 (coral armor)
Hit Points 45 (7d8 + 14)
Speed 9 m., swimming 12 m.
Saves Turn +5, Snow +5
Skills Perception +4, Persuasion +7, Insight +4
Senses darkvision 18 m., passive Perception 14
Languages Common Tongue, Elvish, Aquan
Threat 3 · Experience Award 700 • Proficiency Bonus +2
Features
Amphibious. The Messenger can breathe air and water.
Fey Origin. Has advantage on saves against being charmed; Does not affect magical sleep.
Tide Sound. Water allies have advantage on saves against fear within 18 meters of the Emissary.
Actions
Multi Attack. The Envoy makes two attacks with his coral trident.
Coral Trident. Melee or Ranged Weapon Attack: +5 to hit, range 1.5 m. or 6/18 m., one target. Hit: 8 (1d8 + 3 plus 1d4) piercing and cold damage.
Impulse Wave (Recharge 5–6). Creatures in the 15-foot cone make a GM 13 Strength save. On a failure, he takes 14 (4d6) crushing damage, is pushed 15 feet, and falls to the ground; Takes half damage on a success.