Beast of Burden. The Horalaptor is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The Horalaptor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Feywild Agility. The Horalaptor’s bizarre, joint-twisting gait allows it to move through difficult terrain without penalty. Additionally, when it takes the Dash action, it can make a single claw attack as a bonus action.
Multiattack. The Alpha Horalaptor makes three attacks: one with its Bite, one with its feet, and one with its Kick of Chaos.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 6) piercing damage.
feet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.
Kick of Chaos. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 24 (3d12 + 6) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be launched 20 feet and knocked prone.
Feywild Apex Predator. The Alpha Horalaptor’s presence warps the fabric of reality around it. Within 30 feet, creatures have disadvantage on Wisdom (Perception) checks due to shifting visual distortions, and spells of 2nd level or lower automatically fail unless cast by a Fey creature.
Time-Shatter Stomp (1/Day). As an action, the Alpha slams its knees together, causing a 100-foot cube of space to freeze in time for 3 rounds (18 seconds). The Alpha can move freely, take actions, and interact with the environment during this time.
Once time resumes, all creatures within the frozen zone must make a DC 18 Constitution saving throw or be stunned for 1 round as their senses struggle to catch up to reality. The Alpha must then teleport up to 100 feet as a burst of Fey energy displaces it.
Chilling Screech (Recharge 4-6). The Alpha unleashes a bloodcurdling screech. Each creature of its choice within 60 feet that can hear it must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature takes 10 (3d6) psychic damage at the start of its turn while frightened. It can repeat the saving throw at the end of each of its turns.
Blink Step. (Recharge 4-6) The Horalaptor momentarily vanishes in a swirl of Fey energy, teleporting up to 30 feet to an unoccupied space it can see.
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Warping Reflexes. When an enemy misses a melee attack, the Alpha can teleport up to 20 feet in any direction without provoking opportunity attacks and make a Claw attack against the attacker.
Legendary Actions (3/Turn)
The Alpha Horalaptor can take up to three legendary actions, choosing from the options below. It can only use one legendary action at a time and only at the end of another creature’s turn.
- Blink Dash. The Alpha teleports up to 30 feet to an unoccupied space it can see.
- Blunt Strike (Costs 2 Actions). The Alpha makes one foot attack against a creature within range. If it hits, the target must make a DC 17 Strength saving throw or be knocked prone.
- Temporal Distortion (Costs 3 Actions). The Alpha warps time around one creature within 60 feet, forcing it to make a DC 18 Intelligence saving throw. On a failed save, the creature's next turn is delayed by 1d4 rounds, as if frozen in time.
Description
The Alpha Horalaptor is a terror of the Feywild, spoken of in whispers by even the most powerful archfey. Unlike its lesser kin, the Alpha is not merely a creature—it is a living anomaly, a rift between past and future that refuses to be bound by time’s laws. Its chilling screeches echo through the dreamlike forests, freezing hearts before its claws ever strike.
Legends say that the Alpha Horalaptor once served a forgotten Fey deity who sought to shatter the balance of time. Now, it roams the Wilds untamed, warping reality with every step. To face one is to gamble with fate itself.
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Posted Mar 21, 2025yes very good