Stalfos (5e Creature)
Stalfos
Medium undead, chaotic evil Armor Class 14 (shield)
Saving Throws Dex +4 Standing Leap. The stalfos' long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sunlight Weakness. While in sunlight, the stalfos has disadvantage on attack rolls, ability checks, and saving throws. ACTIONSClaw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bone. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. REACTIONSLeaping Dodge. The stalfos adds 2 to its AC against one melee attack that would hit it if it can see the attacker. If this causes the attack to miss when it otherwise would have hit, the stalfos can jump move up to 10 feet directly away from the attacker as part of this reaction. |
See Stal (5e Creature). Taking the form of a humanoid animated skeleton, the exact construction and nature of a stalfos varies slightly with the race to which its body once belonged. In virtually all cases, a stalfos wields above-average power and fortitude thanks to the necromantic magic that empowers its eternal body. Stalfos are seen as the most common form of humanoid stal-creatures. They typically wield common or makeshift weapons, and can jump to uncanny heights thanks to the lightweight nature of their bodies. An average stalfos retain more mobility than the relatively sluggish stalchild, but lacks the inherent martial prowess of a stalfos knight or the vile magic of a Dark Stalfos. Undead Nature. A stalfos does not require air, food, drink, or sleep. |
Variant: Big StalfosThis stalfos originates from a Large race, such as a big moblin or certain kinds of yeti. A big stalfos is of Large size, and has three more Hit Dice. Its hit points thus increase to 37, and its actions improve as follows: Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used in two hands. Bone. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. This variant has a Challenge Rating of 1 (200 XP). Variant: Evoked StalfosAlthough most stalfos are a result of pure necromancy, some are grazed with evocation magic as well. An evoked stalfos gains a +2 bonus to its AC due to natural armor, and acquires the following trait: Innate Spellcasting. The stalfos can cast power beam as a 5th level spellcaster, requiring no material components. This variant has a Challenge Rating of 1/2 (100 XP). Variant: Regenerating StalfosA rare few stalfos have greater mastery over the necrotic magic that gives them undeath. One of these stalfos can continue to thrive in undeath as long as its head remains intact. Furthermore, as long as its head remains intact, it can regenerate its body over time. This regenerating stalfos loses the Leaping Dodge reaction, but gains the following action: It also gains the following reaction: This variant has a Challenge Rating of 1/2 (100 XP). |
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See also
- Stalchild, a smaller and slower form of stalfos born from an ancient and extinct humanoid race
- Stalfos Knight, a stalfos animated from a dedicated warrior who has trained its martial prowess even further in undeath
- Dark Stalfos, a form of stalfos capable of weaving several spells
- Stalhorse, an undead steed occasionally rode by stalfos
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