Medium Monstrosity (Aarakocra), Chaotic Evil
Armor Class 21 Unarmored Defense
Hit Points 255 (30d8 + 120)
Speed 60 ft., fly 90 ft.
STR
16 (+3)
DEX
22 (+6)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +12, CON +10, WIS +11
Skills Acrobatics +12, Insight +11, Perception +11, Stealth +12
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 21
Languages Aarakocra, Auran, Common, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Unarmored Defense. Zafran's AC equals 10 + his Dexterity modifier + his Wisdom modifier.

Evasion. When Zafran is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails.

Stillness of Mind. Zafran can use his action to end one effect on himself that is causing him to be charmed or frightened.

Dance of Shadows (Recharge 5–6). Zafran can channel the Shadowfell's energies to create a burst of necrotic power. Each creature of Zafran’s choice within 30 feet of him must succeed on a DC 20 Constitution saving throw or take 45 (10d8) necrotic damage and be blinded until the end of their next turn.

Necrotic Strike. Zafran’s unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When Zafran hits a target with an unarmed strike, the target takes an additional 2d8 necrotic damage.

Legendary Resistance (3/Day). If Zafran fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Zafran makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage.

Shadow Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. The target must succeed on a DC 20 Wisdom saving throw or be frightened until the end of their next turn.

Shadow Step. Zafran teleports up to 60 feet to an unoccupied space he can see that is in dim light or darkness. He then has advantage on the first melee attack he makes before the end of the turn.

Bonus Actions

Shadowform. As a bonus action, Zafran can transform into a being of pure shadow for 1 minute. In this form, he gains the following benefits:

  • He has resistance to all damage except radiant and force.
  • He can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
  • His melee attacks deal an additional 3d8 necrotic damage.
Legendary Actions

Zafran can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Zafran regains spent legendary actions at the start of his turn.

Quick Strike. Zafran makes one unarmed strike.

Shadow Dash. Zafran moves up to his speed without provoking opportunity attacks.

Necrotic Burst (Costs 2 Actions). Zafran releases a burst of necrotic energy in a 10-foot radius centered on himself. Each creature in that area must make a DC 20 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Background

Zafran Murmusi was once the brightest star of the Zephyr Monks, a prodigy whose graceful movements and sharp intellect captivated all who watched him train. Born into the same generation as Nazir Wingani, Zafran quickly rose through the ranks, driven by an insatiable curiosity and ambition. He believed that the monastery's teachings held only part of the truth and that true enlightenment lay in mastering both light and shadow.

Zafran's relentless quest for knowledge led him to the oldest texts of the monastery, where he uncovered tales of a hidden technique known as the Dance of Shadows. This technique promised unparalleled power by channeling the mysterious energies of the Shadowfell through one’s own spirit. Against the warnings of the elders, who feared the technique's corrupting influence, Zafran delved deeper into its secrets. Under the cover of night, Zafran performed the ritual that would awaken the shadows within him. The dark energy surged through his veins, granting him immense power but at a terrible cost: his soul was tainted by the necrotic forces of the Shadowfell. In his altered state, Zafran believed he could reshape the world according to his vision, merging the beauty of creation with the raw, unbridled power of shadow.

Zafran's transformation did not go unnoticed. Master Swiftclaw, aware of the dangerous path Zafran was treading, confronted him one night in the heart of the monastery. The confrontation was fierce, and the ensuing battle shook the monastery to its foundations. Zafran, overwhelmed by the shadowy energies he had unleashed, inadvertently injured several monks, including his own mentor. Realizing the destruction he had wrought, Zafran fled into the mountains, shunned by the community he once called home. His departure left a void in the monastery and a trail of shattered trust.

Nazir Wingani, deeply affected by Zafran’s betrayal, took it upon himself to restore balance. He saw Zafran's fall as a stark reminder of the dangers of unchecked ambition and vowed to stop him before he could unleash further darkness. Zafran, now wandering the world as a seeker of the Shadowfell's secrets, views Nazir as a kindred spirit bound by outdated traditions. He believes Nazir has the potential to understand and wield the power of the shadows, should he choose to embrace it. Zafran's obsession with proving his vision right fuels his determination to either sway Nazir to his cause or eliminate him as an obstacle.

In his quest to understand and control his newfound powers, Zafran is driven to locate the Umbral Artifacts—ancient relics rumored to amplify shadowy energies and grant their wielder dominion over the necrotic forces of the Shadowfell. He believes that mastering these artifacts is the key to perfecting his abilities and achieving the enlightenment he seeks.

Appearance

Zafran Murmusi is a tall, slender Aarakocra with sleek, dark plumage that seems to drink in the light around him, enhancing his enigmatic aura. His once-bright eyes now glint with an eerie, shadowy hue, and his feathers are streaked with silver, resembling wisps of smoke that add to his otherworldly appearance. The sharp angles of his beak and face are partially obscured by a faint, shadowy aura, giving him an ethereal presence that hints at his deep connection to the Shadowfell.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2024 6:55:24 AM
9
1
1.0
Coming Soon

Monster Tags: monstrosity

kartmaze

Comments

Posts Quoted:
Reply
Clear All Quotes