Legendary Resistance (2/day). If the Aalfore fails a saving throw, it can chose to succeed instead.
True Magic Resistance. The Aalfore take half damage form all magical attacks and has advantage on saving throws against spell effects and other magics.
Steel Minds. The Aalfore can not be effected by any mind control magic or any magic that changes or effects their memories.
Power House. The Aalfore has advantage on all attacks.
Inescapable Destruction. Necrotic damage dealt by the Aalfore's attacks ignores resistance to necrotic damage.
Action's. The Aalfore makes either two claw attacks, or one bite attack.
Bite Attack. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: (4d8 + 6) piercing damage. The creature must make a DC 18 constitution saving throw, on a failed save, the creature takes 7d6+3 necrotic damage and is paralyzed for 2 rounds. If the creature succeeds, they aren't paralyzed and take half the necrotic damage.
Claw Attack. Melee Weapon Attack: +11 to hit, range 15 ft., 1 target. Hit: (3d6 +6) slashing damage. The creature makes a DC 18 constitution saving throw, on a failed save, the creature takes 4d6 necrotic damage and is paralyzed for 1 round. If the creature succeeds, they aren't paralyzed and take half the necrotic damage dealt.
Unpredictable rage (3). When attacked, as a reaction the Aalfore can use its claw attack on any body within 15ft of it. If it is hit with a crit, its claw attack will act like a crit if it hits, you can use this crit feature 3 times.
The Aalfore 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 creatures turn. The Aalfore regains one legendary action at the start of its turn.
Teleport (Costs 2 Actions). The Aalfore can teleport back to its owner or to the nearest mountain top.
Paralysis Fog (recharge on a 6-8, cost 3 actions) The Aalfore produces a 60ft sphere of poisonous gas. All creatures in the sphere make a DC 18 constitution saving throw, on a failed save, the creature is paralyzed for 1d4 rounds and take 10d8+10 necrotic damage, on a successful save, the creature takes half the necrotic damage and isn't paralyzed. The gas stays for 2 rounds, any creature that walks into it, they must make a DC 16 constitution saving throw or be paralyzed for 1d2 rounds and take 5d8+5 necrotic damage, on a successful save, the takes half the necrotic damage and isn't paralyzed. If a creature ends its turn in the gas they take 2d8 necrotic damage.
Claw Attack (Cost 1 Action).
Description
Description. Aalfores have long muscular ape-like arms that have matted black fur, or white if in the mountains. They have a long neck and mouth with several rows of teeth. Two eyes with milky white irises on each side of its head. They are huge with hunched backs, covered in fur, on the top of their head there is no fur and is a weak spot for them, if the Aalfore has an owner, they will normally have metal plates to protect them. Aalfores can be in the large to huge size category.
Note for my players, their are major eight wonders and safety patrol spoilers. So do not read the description if you don't want spoilers. If you don't mind spoilers, go crazy.
(safety patrol backstory) The Aalfore is a hulking monstrosity that was created by the fallen god known as argeligon, they were created to be absolute brutes, doing nothing but kill all those who get in their way, or kill just for sport. They can be tamed with an animal handling check of 28. They can’t be affected by any magic that would put them under mind control or change their memory. They work alone but can be used in groups of 2-3. They were used to instill fear and slaughter many people on the front lines.
(eight wonders backstory) The Aalfore is an amalgamation created by johnathan koizer, he made a total of 10 after the fall of the warforged. They are gifted to his higher up generals or personal mages. With one that works near his tower in the badlands, one to his personal mage andmore, and one to his right hand man and general krona blackstone. The others were scattered around the world, two are on the archipelagos, three are in centarnest one in the mountains one in the ruins and one that just wanders around, one on t-rantise, and the last one is unknown. They were made to protect whatever it was assigned. If they become wild or master less, they will just destroy and kill everything and everyone in its territory.