Star Elves
Star Elves
These are shapeshifting aliens that come from an alternate dimension where their lightless world orbits a star-sized elder god, Yorama, who has died. Most of their kind perished in a psychic death-wail. Now, they look for a new home and to make other species serve them. They have taken the form of beautiful elfin women to gain advantage on the gullible.
They operate in triads of the same type (for example three exalted archers) and they speak and move in unison, like a dance team. They form demi-planes under the earth (300') called Perfected Sanctums where they have portals to other places as well as prison cells.
A typical war party consists of two triads of melee specialists (such as Violators or Talisman Bearers) who do not hesitate to wade right into the thick of the fight. Backup from healers and their own alien physiology keep them in the mix. You as the DM must pay close attention as these girls have a lot of working parts- bonus action, reactions all over the place give them PC-level action economy. To top this off, there is solid ranged support in the form of Exalted Archers and Obliterators. These come in pairs only (not triads). A psychic web means they coordinate attacks with precision and deadly efficiency.
Do not underestimate Innocents. While they have no offensive capability, they are the first to arrive in an area as vanguard scouts. Using Alter Self and Detect Thoughts, they quickly get the lay of the land and embed themselves as sympathetic actors. They are naive and skiddish, needing guidance from other forms, typically an Explainer of Ways (another form that comes later to convert populations). They use Invisibility to cloak their sisters.
Babysitters and Voidwalkers operate independently, and a babysitter accompanies every war party. Innocents in as many as three triads (nine of them!) can provide flexible support in the form of haste, slow and all sorts of other battlefield manipulation spells. They manipulate reality. These are the larval form of star elves and they rarely speak and retreat out of harm's way whenever possible.
If things go badly, the Innocents create a Portal of Exile and the group can usually get through in a single round.
Inexperienced or spoiled players will moan and groan after possibly a defeat against a troupe of star elves. It's best to warn the players ahead of time that they have some tough opponents incoming. An experienced group with solid construction and play will find the elevated challenge exciting. And even if they get knocked down, they will be plotting and planning between sessions. In any case, they will definitely come to hate and dread the star elves.
STR DEX CON INT WIS CHA
+2 +4 +1 +3 +0 +0
SAVES +9 +11 +4
Proficiency +4
These are the trespassers
They are of no consequence
But our plans must not be thwarted
Standard Abilities
Powers that identify or reveal information about them fail, they are too alien
When they die, their flesh turns into thick, strandy yellow goo around rubbery white bones.
Alien Physiology- Damage from any attack in excess of 20HP is ignored. Acid* damage affects them as usual. +10 to CON saves.
*change up this vulnerability to necrotic or sonic as needed, depending on your campaign.
+8 Initiative
40’ Move
AC 20
Magic Resistance
1/Day- Lightning Bolt (can alternately be fire or cold damage)
Fly
Equipment
Bow- 2x attacks +14 to hit, 20 damage (piercing and radiant)
Sword- 2x attacks +14 to hit, 20 damage (piercing and radiant)
Ring of Concentration (made of dark purple stone)
Violet Spindle
Move Abilities
Teleport to a nearby Perfected Sanctum
Traveler- Teleport 30’ as bonus action
HASTE: +2 AC, double speed, advantage on DEX saves, one extra action
Star Elf Babysitter
Ture Sight
Action: Heal another Star Elf within 60’ to full HP with an action (and also stand upright)
Bonus Action: Remove an effect from another Star Elf within 60’ (curse, condition, spell)
Immune to all Damage (except Necrotic)
Area of effect attacks within 60’ of the Babysitter are reduced to a single target (closest to the center). It will affect a portion of an area. This does not effect Star Elf magic. Also shrinks ongoing effects that have an area.
Has no weapons or attacks
Star Elf Bearer of Constellations
Motes of Starlight- as a Reaction if a foe moves within 20’. DEX 18 or take 6 Force damage and turn ends.
OOOOO O
Cast the equivalent of any 4th or 5th level Wizard spell
Wall of Stars
Star Elf Enlightened Archer
Initiative +8, Advantage on Initiative
3x shots at +15 to hit for 32 piercing damage, plus Dispel Magic starting with highest level spell
(+7 to the roll for spells L4+)
Star Elf Entrancer
Unarmed
Entrancing Aura- 20’ radius, whenever an enemy enters OR starts his turn in the aura make a WIS 18 save
Or be incapacitated. Re-save at end of turn. Can move 5’.
Indigo Sphere (max damage from an attack = 10)
Star Elf Exalted Archer
Initiative +8, Advantage on Initiative
3x shots at +12 to hit with damage of any type = 32 damage (or 16 if single target)
The damage can be at a radius up to 15’ = 22 damage (Dex 18 for half)
Star Elf Explainer of Ways (Herald, advanced form of Innocent)
Alabaster Staff
3x Attacks at +14 to hit (21 bludgeoning damage) plus INT 18 or baleful teleport 30’ (even out of sight, but must be a location familiar to the Explainer)
If a subject is teleported the Explainer can follow with a teleport of her own
Reaction parry any bludgeoning weapon with complete accuracy, ranged or melee
Ultra-reactive (three Reactions)
Bronze Star
True Sight, always on
Can duplicate any first or second level spell at will (non-damaging) Of any class
Star Elf Far Caller
Harmonic Juxtaposition
As a bonus action, teleport up to two Star Elves in line of sight to an adjacent square
As a bonus action, two star elves in line of sight switch places
Baleful Indignance- As a reaction to taking damage switch places with offender
OOOOO
Dispel Magic (DC = spell level + 10 vs Far Caller’s +7)
Counterspell (DC = spell level + 10 vs Far Caller’s +7) auto-dispel L3 or less
Wall of Stars
Iridescent Headband (suppress one magic item)
Star Elf Innocent
Creates alternate realities
Warps reality
Unarmed
True Sight
Can duplicate any second or third level spell at will (non-damaging) Of any class.
Haste is a typical opening choice
Portal of Exile (STR 18 or be pulled 5’ towards, once per round)
Wall of Stars
Shield- reaction when hit by an attack, +5 to AC
Bestow Curse- Wis DC 18
Star Elf Obliterator
Initiative +8, Advantage on Initiative
Star Plate AC 24 +2 with Haste
Bronze Star (bonus action to get immunity to a certain damage type)
At will slow burn any material into ash
OOOOO OOO
Galactic Ball 10’ radius DEX 18 or 70 force damage, save for half (= 6th level)
Fireball (can be fire, cold or electricity, for [42] 12d6 damage)
Star Elf Talisman Bearer
Initiative +8, Advantage on Initiative
Blade of Dark Gold
Bronze Star
3x Attacks at +16 to hit (21 damage) + Curse
4x attacks with Haste
Star Plate and Shield AC 29 +2 with Haste
(20 base for Star Plate + 4 DEX + 5 Shield)
Star Elf Violator
Azure Crystal Blade
Initiative +8, Advantage on Initiative
3x Attacks at +14 to hit (21 slashing damage) + up to 21 necrotic smite damage (three times)
4x attacks with Haste
Star Plate AC 24 +2 with Haste
Amulet of Iron Pyramid (1x Legendary Resistance)
Supernal Acrobatics- If attacked she can move 10’ (acrobatic teleportation effect),
this is not a Reaction it can be used up to three times per turn.
Happens after an attack is made (hit or miss)
Riposte- can React to an attack of opportunity with an attack
Star Elf Voice of Reason
OOOOO OOOOO
Charm Person as a Bonus action
Suggestion as a Reaction (an enemy takes an action within 15’ or moves within 15’)
OOOOO OOO
Hold Person
Zone of Truth
Geas (one minute to cast)
Dominate Monster
Indigo Sphere- just like Resilient sphere
Azure Cube- like Force-cage but solid walls, CHA to avoid (there is a save)
Voidwalker
Maintains a psionic web between all Far Walkers in the matrix (group on same mission)
Soul Drain- as an action, one target within 30’ loses one Level and three Star Elves within 30’ is healed to full. This heals back with the next level up, but causes a permanent loss of 2 INT and 2 CON. Can be restored with Alter Reality or Wish.
OOOOO O
Cast the equivalent of any 6th or 7th level Wizard spell
Wall of Stars
All Saves against their effects are DC 18
Portal of Exile
A black sphere three feet in diameter appears within 60’. It cannot be moved. Every creature within 15’ must make a STR save DC 18 or be sucked in by 5’. Any creature that is drawn in is teleported no save to the nearest Perfected Sanctum (Exile Cage). Concentration.
Wall of Stars, a wall of silvery motes- Ten Rounds. Concentration. A creature that passes through it is shocked. Make a DC 18 Intelligence save.
20 Radiant Damage (10 on successful save)
Turn ends immediately
As a bonus action one star flies out as per Magic Missile for 1d4+1 (any Star Elf within 30’ can activate)
Star Elf Magic Items
Any item attuned by a non-star-elf reduces CON by two
points as alien radiation sickens them. If the item is removed the CON comes
back at a rate of one point per week. These
items cannot be identified. Anyone who
attempts to divine their use in any way other than experimentation suffers a
permanent loss of one INT. This is preceded by a "bad feeling", a warning to the character that something terrible will happen if they choose to proceed.
Amulet of the Iron Pyramid- A polished pyramid the size of a fingernail depends from a fine chain of diamond. Intrinsic value alone is 1000gp. It grants 1x Legendary Resistance.
Blade of Dark Gold
+2 Sword cannot be taken away (teleports back to hand, or to nearest Talisman Bearer).
If hit, CHA save DC 18 or be afflicted with a curse. If Remove Curse is used, the caster must make a save or the curse transfers.
1. Suppression of the Deep- Cannot be healed by magic and disadvantage on death saves.
2. Sight of True Form- Permanent Fear of Star Elves.
3. Falling through the Void- must remain prone at all times, crawl 5’.
4. Impending Death- cannot gain or have temporary hit points. Lose any current temporary hit points.
5. Burrowing Thorn- take 1HP piercing damage per round, no way to prevent it.
6. Fires of Oblivion- vulnerability to Fire damage.
7. Talon of Wakefulness- cannot benefit from rests
8. Misfortune- disadvantage on saving throws
Bronze Star- a bronze colored eight-pointed star the size of a hand is stuck to the armor on the sternum. With a bonus action the bearer can become immune to a particular type of damage: slashing, bludgeoning, piercing, fire, force, cold, radiant or lightning.
Indigo Sphere
A spindle of dark purple light orbits the star elf’s head. The spindle absorbs damage from any attack in excess of 10HP. The sphre itself is AC 32 and has 1HP, it is immune to all damage except Piercing. It can be targeted and destroyed.
Emerald Eye
AC 22 Fly 60’ Tiny
HP 54 Gemstone Body: attacks have disadvantage, Magic Resistance
Construct Immunities
True Seeing
As a bonus action it can produce a 5’ radius anti-magic aura. While this is on, it cannot use spells, and is immune to spells.
Maintains and strengthens psychic web. Acts as relay for telepathy.
As a reaction if any creature moves adjactent to it, the Eye can fly 20’
Actions:
Emerald Beam, 120’ 10 Radiant damage (NO SAVE)
Weaving Beam, (pale lavender) 120’ heals ally 30HP, creates a mundane object or creates a 30’ wall with AC 10, 30HP
Iridescent Headband- As a reaction, the Far Caller can suppress a single magic item within sight. It becomes a normal item of the same sort. This requires concentration.
Oil of Materialization-This square bottle contains one dose of black grainy liquid. If ingested it heals 20HP, repairs one physical hand-held object or neutralizes the alien radiation on ONE star elf magic item making it suitable for normal use. The DM can graciously include one of these elixirs in a hard-fought star elf raiding party. He might disallow its use on certain items, as per the balance of his game.
Star Plate
Weightless yet hard as diamonds, this +3 Plate Mail give a base AC of 20 with no max Dex limit. This gives a Far Wanderer AC 24
Star Shield
Weightless yet hard as diamonds, this +3 shield (increases AC by +5). AC = 29
Resistance to Lightning, Fire and Radiance
Sword of Amethyst Crystal- a two-handed greatsword with a pale blue crystal blade. Attacks with this sword ignore the effects of any spells on the victim (mirror image, mage armor etc.). It has erratic physics which require INT 15 to wield. Otherwise is a +2 weapon and inflicts 21 (5d8) damage on a hit regardless of any other factors such as STR of the wielder. It can be wielded with proficiency by any creature that has the required INT.
Sword of Azure Crystal- a two-handed greatsword with a pale blue crystal blade. It has erratic physics which require INT 15 to wield. Otherwise is a +2 weapon and inflicts 21 (5d8) damage on a hit regardless of any other factors such as STR of the wielder. It can be wielded with proficiency by any creature that has the required INT.
Violet Spindle
A spindle of purple light orbits the star elf’s head. The spindle grants advantage on re-saves from spells AND allows the save to be made at the beginning of the Star Elf’s turn rather than the end.
The spindle itself is AC 32 and has 1HP, it is immune to all damage except Piercing. It can be targeted and destroyed.
* images are AI generated, you can use them if you want.