| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +17 |
| DEX | 24 | +7 | +16 |
| CON | 28 | +9 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +15 |
| WIS | 21 | +5 | +14 |
| CHA | 30 | +10 | +19 |
Fey Divinity. Alvarion counts as both a fey and a humanoid. He cannot be banished or planar shifted against his will.
Aura of Arrogance. Any creature that starts its turn within 30 feet of Alvarion must succeed on a DC 25 Wisdom saving throw or suffer disadvantage on attack rolls against him until the start of its next turn. If the saving throw fails by 10 or more, the creature is charmed until the end of its next turn.
Godlike Resistance (3/Day). If Alvarion fails a saving throw, he can choose to succeed instead.
Magic Resistance. Alvarion has advantage on saving throws against spells and magical effects.
Magic Weapons. Alvarion’s weapon attacks are magical.
Multiattack. Alvarion makes three attacks with Gungnir’s Rival, his enchanted spear.
Gungnir’s Rival (Spear). Melee or Ranged Weapon Attack: +18 to hit, reach 10 ft. or range 60/180 ft., one target.
Hit: 71 (4d12 + 8 plus 6d8, reduced by 10%) piercing plus radiant or psychic damage (average).
World-Breaker Strike (Recharge 5–6). Alvarion unleashes a shockwave in a 60-foot radius. Each creature must make a DC 26 Constitution saving throw, taking 140 (40d6) force damage on a failed save, or half as much on a success. Targets are knocked prone on a failed save.
Command of the Elf-King (Recharge 6). Alvarion magically compels elves within 120 feet, as if under the effects of dominate monster (DC 25 Charisma).
As a bonus Action Alvarion can teleport 60 feet
Alvarion 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.
- Spear Attack. Alvarion makes one attack with Gungnir’s Rival.
- Teleport. Alvarion magically teleports up to 60 ft. to an unoccupied space.
- Mental Fracture (Costs 2 Actions). One creature within 120 ft. must succeed on a DC 25 Intelligence saving throw or take 45 (10d8) psychic damage and be incapacitated until the end of its next turn.
If Alvarion is reduced to 0 hit points, he does not die or fall unconscious. Instead, he regains 400 hit points, ends all conditions affecting him, and immediately uses World-Breaker Strike. When this happens, his spear damage increases by 50% (already factored below), deals an additional 14 (4d6) radiant damage, and his Aura of Arrogance radius doubles to 60 feet.
Mythic Gungnir’s Rival. Melee or Ranged Weapon Attack: +18 to hit, reach 10 ft. or range 60/180 ft., one target.
Hit: 95 (4d12 + 8 plus 6d8, scaled ×1.5, then –10%, plus 14 radiant) piercing plus radiant or psychic damage (average).
Mythic Lair actions:
When Alvarion enters his mythic form, he gains access to the following additional lair actions:
- World-Tree Collapse. Roots restrain creatures in a 60-foot radius, dealing 45 (10d8) bludgeoning damage.
- Starlight Storm. A storm erupts in a 100-foot radius, dealing 70 (20d6) radiant damage and blinding on a failed DC 25 Dexterity save.
- Illusion of Supremacy. Each enemy within 60 ft. must succeed on a DC 25 Wisdom saving throw or be compelled to kneel.
- Temporal Rift (Recharge 6). Up to 3 creatures are banished to a fractured timestream. They take 35 (10d6) force damage upon returnin
Description
Alvarion towers taller than any mortal elf, nearly eight feet in height, with a body sculpted like a god’s and movements as fluid as starlight. His skin gleams with the faint radiance of moonlight on silver, unmarred by age or battle. His long hair, black as a starless void yet glimmering with faint motes of light, flows around a crown wrought of obsidian and starlight opals.
His eyes are pools of golden fire, piercing and cruel, that shift in hue with his mood: radiant when calm, blazing white when wrathful, and void-dark when humiliated. His armor, the Elven Godforged Plate, is impossibly light but etched with living vines and runes that shimmer faintly, whispering in Sylvan when struck.
In his hand he bears Gungnir’s Rival, a spear of argent steel veined with threads of starlight. Its blade seems almost too sharp for reality, cutting the very air around it, leaving behind faint tears of silver light that close slowly like wounds in the world itself.
Wherever Alvarion walks, the air bends: shadows draw back from him, and the ground may sprout silver roots or shimmer with astral motes. His presence is suffocating, awe-inspiring, and arrogant — the aura of a king who has never once doubted his supremacy.
Lair and Lair Actions
Alvarion makes his throne wherever he conquers, reshaping the land into a reflection of his pride. Whether in the heart of a mortal capital, a twilight fey city, or a crystalline fortress on the material plane, his lair always radiates a mix of elven majesty and suffocating arrogance.
The Throne of Eternal Supremacy. At the center of his lair is a blackstone dais overgrown with silver roots and vines that pulse faintly with light. A great obsidian throne studded with moonstone and starlight opals dominates the chamber, towering high enough that Alvarion can look down upon all who approach. Above the throne floats a radiant crack in reality, where starlight bleeds through into the world.
Architecture of Hubris. Pillars are shaped like kneeling mortals, forced to bear the weight of his hall. Murals of elves triumphant over dwarves, humans, and gods line the walls, etched in silver and mithril. Every surface whispers faintly in Elvish praise of the king.
Otherworldly Atmosphere. The lair shimmers with faint auroras of gold and silver. Time feels distorted — minutes stretching into hours, hours collapsing into moments. The air hums with the sound of unseen choirs, voices praising Alvarion’s name in endless song.
Lair Actions
On initiative count 20 (losing initiative ties), Alvarion can invoke one of the following effects in his throne-lair:
- Roots of Domination. Roots erupt in a 30-foot radius. Creatures must succeed on a DC 25 Strength saving throw or be restrained.
- Blinding Radiance. A burst of searing light blinds creatures in a 40-foot radius (DC 25 Constitution save).
Regional Effects
The region containing Alvarion’s lair is warped by his presence, creating one or more of the following magical effects:
- Elven Ascendancy. Within 6 miles of the lair, elves are unnaturally emboldened. Non-elf creatures suffer disadvantage on saving throws against fear and charm, while elves gain advantage on attack rolls made against non-elves.
- Twilight Sovereignty. The sun never shines directly within 6 miles of the lair. Instead, the land is locked in a perpetual state of twilight, under a sky veined with faint auroras.
- Voice of the King. Within 1 mile of the lair, whispers in Elvish echo faintly in the minds of mortals, praising Alvarion’s supremacy. Humanoids who remain here for more than 24 hours must succeed on a DC 20 Charisma saving throw or develop a compulsion to serve elves as superior beings.
- Prideful Terrain. Structures, trees, and even the earth subtly shift over weeks, reshaping into forms that elevate elves and diminish others — statues of elves appear, non-elf iconography crumbles, and the land itself seems to kneel before the imagined throne.
If Alvarion dies, these effects fade over 1d10 days.
Previous Versions
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9/16/2025 4:20:57 PM
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Coming Soon
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