Monsters of D&D: The Iaraan ​​Fuar

Hello, Pixies and Sprites!

My good friend/ally/general weird person has his end of the monthly RPG Blog Carnival for the month of July. And in true Doctor Necrotic fashion, the theme is gritty and bleak Grimdark.

Now, Grimdark isn’t my choice I’m subject matter. I like my fantasy exactly that: fantastical with distinct elven notes to it, but I decided to give myself a mental and thematic whirl by combining grundgy Grimdark with the Fair Folk themselves.

Enjoy the madness!


img_5743The Iaraan Faur, also known as Metal Faeries, are the supposed remnants of a pure and elegant race of magical sylvan creatures. Reknowned for their knowledge of gems and precious stones, they were sought out highly by any number of beings: dwarves for commission partners, humans for trade, dragons out of nothing but pure greed.

But their reign came to an eventual end by the hands of progress. Mortals made advancements in their technology and science; these leaps and bounds ran off into the rivers, the canyons and the secret passages of the Fey Folk.

Over time due to this exposure, to the toxins in soil and rock, they began to change and for the worst. Their skin changed to light grey which often was bespeckled with fluorescent green due to radiation; limbs grew to extremely gangly lengths over generations. But the most noticible change though was a complete immunity to the dreaded substance known as cold iron, which to many fey creatures was seen as certain death.

Iaraan Fuar – medium fey, lawful evil

AC: 18

HP: 217

Move Speed: 35 ft., burrow/dig 60

Strength: 22 (+6)  Dexterity: 15 (+3)    Constitution: 25 (+8)   Intelligence:  19 (+4)  Wisdom: 16 (+3) Charisma: 17 (+3)

img_5744

 

Saving Throws: Strength +11, Dexterity +8, Constitution +13

 

Skills:  Perception +8, Intimidation +8, Persuasion +8

Damage Immunities: cold, weapons made or covered in cold iron, piercing, slashing and

 

bludgeoning damage from nonmagical weapons

Damage Resistances: poison, acid, necrotic

Condition Immunities: charmed, blinded, petrified, paralyzed

Senses: tremorsense 60 ft., darkvision 120 ft., passive Perception

Challenge Rating (CR): 13

Innate Spellcasting: the Iaraan Faur can cast the following spells without material

 

components. Charisma is its casting stat.

At will: poison spray, toll the dead, ice knife

3/day each: faerie fire,  vampiric touch, moonbeam

2/ day each: blight, contagion 

Magical Weapons: the Iaraan Fuar’s weapons are magical.

Tremoresense: the Iaraan Fuar can sense movements in the ground. They do not need to see a target to know where they are.

Earth Glide: the Iaraan Fuar can move through the earth without disrupting it.
Actions

ACTIONS

Multiattack: the Iaraan Fuar can attack three times with its Meteor Hammer.

Meteor Hammer: Melee weapon, +11 to hit, one target, range 10 feet. Hit: 2d12+6 bludgeoning damage. On a hit, target makes a DC Strength saving throw 18 or be knocked prone.

Sinkhole (recharge 5-6): the Iaraan Fuar utters an ancient sylvan command which causes the earth to open up below a designated target. The hole is 15 feet across in all directions and can be up to 50 feet deep. The Iaraan Fuar can use a bonus action then to utter the same phrase in reverse to close the hole.

While the creature is stuck in the hole, they can hold their breath for a number of rounds equal to their Constitution modifier. After such, they begin to take incremental damage on their turns. It begins at 1d6 and increases by 1d6 for each round they are submerged.

The Iaraan Fuar can move into the area of the hole once it is closed and attack the target with advantage.

Summon Swarm (recharge 6): the Iaraan Fuar summons 2d4 Swarms of Cranium Rats. They go on the Iaraan Fuar’s initiative.

The Iaraan Fuar belongs to Faith D’Ambrosio. 

The Grimdark Blog Carnival belongs to Doctor Necrotic of Daemons and Deathrays.

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