Large Humanoid (Elf), Neutral Evil
Armor Class 16 (Leather)
Hit Points 73 (4d12 + 25)
Speed 80 ft.
STR
12 (+1)
DEX
18 (+4)
CON
10 (+0)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CHA +7
Skills Acrobatics +7, Athletics +5, Intimidation +9, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Poison
Condition Immunities Frightened
Senses Darkvision 120ft, Passive Perception 16
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

 

Alfar Abilities:

  • Unseen Passage. Advantage on stealth checks, leaves no footprints and silent.
  • Shadow Bending. Can cast cast the spell Darkness as a cantrip; or douse small flames or extend shadows 10ft at most in any direction.
  • Shadow Stealth. While in dim light or darkness, the alfar can take the Hide action as a bonus action.
  • Breath of Fear. Can cast cast the spell Fear as a cantrip.
  • Fey Ancestry. The alfar has advantage on saving throws against being charmed, and magic can’t put the alfar to sleep.

Night Mare Mount. The Alfar is riding a Night Mare which is a unicorn that has been dehorned and cursed with the Alfar riders blood that made it fiercely loyal to them.

Rideby. When mounted it does not provoke opportunity attacks when leaving an enemy's reach.

 

Actions

Multiattack. Make 3 ranged or 3 melee attacks.

Maw (Mount). Melee Weapon Attack: +7 to hit, reach 5ft, one target, 3d8+5 piercing damage. 

Kick (Mount). Melee Weapon Attack: +7 to hit, reach 5 ft, one target. 2d6+5 bludgeoning damage plus 1d8 lightning damage.

Unarmed Attack. Unarmed Melee Attack: +7 to hit, reach 3 ft, one target. 1d6+4 bludgeoning damage.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. 1d4+4 slashing damage.

Thrown Dagger. Ranged Weapon Attack: +7 to hit, 20/70 ft range, one target. 1d4+4 slashing damage.

Dual Short Swords. Melee Weapon Attack: +7 to hit, reach 5 ft, two targets or one target twice. 1d4+4 slashing damage.

War Bow. Ranged Weapon Attack: +7 to hit, 80/800 ft range, one target. 1d12+4 piercing damage.

Frightful Presence. Each creature of the alfar's choice that is within 120 feet of the alfar's and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the alfar's Frightful Presence for the next 24 hours.

 

 

Reactions

 

 

 

Description

Inspired by Markus Heitz: The Alfar

The alfar are similar to elves except for the follow:

  • In daylight their eyes are pure black.
  • When angry, black crack like lines appear on their face originating from their eyes, the cracks multiply equal to their wrath. Their night mare can also attuned to their riders emotions and become stronger when their angry.
  • Extremely Agile
  • Cruel
  • They do not age and are unaffected by natural causes of death but are just as vulnerable to injury but are simply hard to hit to begin with.
  • Use corpses and bones in art and architecture, bones for instruments and the different colours of blood of creatures for painting on a skin canvas.
  • The night mare is corrupted unicorn which has alfar blood poured into their shattered horn stump,
  • night mares are black coloured, have blood red eyes, move more feline like then equine, carnivorous with sharp incisors, makes deep unsettling sounds terrifying to most creatures, white sparks are visible on the fetlocks causing its hoofs to shock what they hit.

Monster Tags: fiendhumanoid

Nioureux

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