Stalfos in Myths of Mudora | World Anvil
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Stalfos

Within the darkest corners of the world, the Stalfos linger as undead beings, mere skeletal remains bound by the echoes of their past existence. While most Stalfos are mindless creatures, some remain tethered to their original souls, cursed to roam the mortal realm as lost and lonely beings with unfinished business. Unlike simple thralls, these Stalfos are remnants of souls yearning for closure and release.   Stalfos may once have been brave Hyruleans, but more often, they are the remains of past slain monsters, their bones reanimated by the mystical power of the Blood Moon. As animated constructs of bone and sorrow, Stalfos exist in a spectral twilight, their actions guided by their unresolved past and jealous resentment for the living.   Known Settlements: Stalfos are typically found underground, but often emerge in great numbers to stalk the night. How often and when a Stalfos appears depends entirely on their undead nature. Ikana Canyon currently host an army of Stalfos warriors in service to the new Igos du Ikana.  

Thematic Archetypes

  Danse Macabre - Dancer
These Stalfos practice a literal dance of death, following ancient Ikana movements used for raising and controlling the dead.   Way of the Long Death - Monk
With a deadly touch, Stalfos drain the life force of their fallen foes to sustain them long enough to fell another foe.   Oathbreaker - Paladin
It is often a Stalfos starts their unlife after breaking a pact they made in their former life. Their now corrupted Oath gives them a hideous new power.   The Phantom - Rogue
Armed with the lost knowledge of their former life, the Phantom Stalfos skewers their foes and unleashes the wails of lost souls.  

Stalfos Features

  Age. Stalfos do not age, but some retain the memories of their past life.   Size. Stalfos range from Small to Medium creatures.   Speed. Your base walking speed is 30 feet.   Creature Type. You are Undead.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Corrupted Recovery. You do not benefit from healing magic as living creatures do. When a spell or effect (such as a potion or a Paladin's Lay on Hands) is cast to restore hit points, you gain these as temporary hit points instead. If you already have temporary hit points and gain more, you can combine the two amounts if the combined amount is less than half your maximum hit points. When you combine temporary hit points, you lose any secondary effects from the original pool of temporary hit points (such as the effects of Armor of Agathys).   If you consume flesh or raw meat during a short rest, you can convert any of your temporary hit points into regular hit points. If you have 0 hit points and are healed, you are stabilized and regain 1 hit point.    Once per turn whenever you slay another creature, you regain hit points equal to that creature’s challenge rating + one roll of your hit dice, provided the creature’s hit point maximum is greater than your roll. You can use this feature a number of times equal to your Proficiency Bonus and regain all uses after a long rest.   Undead Nature. You have moved past this mortal coil, a fact represented by the following traits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to dark damage.
  • You have advantage on death saving throws. When you are stable, you regain 1 hit point.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • You cannot be affected by spells like Revivify or Raise Dead, but can be revived with the Animate Dead or Summon Undead spell, provided you have not been dead for longer than 24 hours.
  Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Generic article | Dec 15, 2023

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