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Alphyn

Alphyn 3
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Appearance: The Alphyn, a mythical creature, boasts a magnificent blend of leonine grace and avian elegance. Its sturdy feline body is covered in sleek, golden fur, adorned with intricate patterns resembling feathered wings. A pair of majestic wings, more akin to a bird’s than a mammal’s, extend from its back, shimmering with hues of iridescent blue and green. Sharp, eagle-like talons replace traditional feline paws, adding an air of regality.

Behavior: Noble and elusive, they are known for their enigmatic behavior. Often appearing as guardians of sacred realms, these creatures exude an aura of wisdom and watchfulness. Despite their fierce appearance, they are benevolent beings, fiercely protective of their habitats and the creatures within.

Habitat: They prefer secluded, mystical landscapes, often residing near ancient ruins, sacred groves, or hidden mountain peaks. These mythical beings are drawn to places of natural beauty and spiritual significance.

Modus Operandi: Intriguingly, Alphyns communicate through melodic and harmonious songs, using them to convey messages or establish bonds with other magical beings. When threatened, they unleash their powerful wings and unleash a mystical energy that disorients and repels adversaries, preferring to avoid direct confrontations.

Motivation: Driven by a sense of duty to protect the mystical and natural realms, Alphyns act as guardians of ancient knowledge and sacred places. Their motivation lies in preserving the delicate balance between magic and nature, ensuring the continuity of these mystical realms for generations to come.


  • Alphyn 5e
  • Alphyn Pathfinder
Alphyn 2
My Images (midjourney.com)

Medium monstrosity, chaotic good

Armor Class 15 (natural armor)
Hit Points 84 (8d8 + 48)
Speed 40 ft., fly 60 ft.

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)10 (+0)14 (+2)16 (+3)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common

Challenge 4 (1,100 XP)

Keen Sight. It has advantage on Wisdom (Perception) checks that rely on sight.

Pounce. If it moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the alphyn can make one bite attack against it as a bonus action.

Multiattack. The alphyn makes three attacks: one with its bite and two with its claws.

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
  • Wing Buffet. It beats its wings. Each creature within 5 feet of the alphyn must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Actions

  • Roar (Recharge 5-6). It emits a fearsome roar. Each creature of the alphyn’s choice within 60 feet of it that can hear the roar must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Protective Dive. When an ally the alphyn can see within 30 feet is targeted by an attack, it can use its reaction to interpose itself between the ally and the attacker. The alphyn gains a +2 bonus to AC against the triggering attack.

Alphyn
My Images (midjourney.com)

This creature resembles a great shaggy hound the size of a man, and its neck is surrounded by a lion-like mane. Rather than canine paws, its forelegs end in the talons of a bird of prey. Its tufted tail winds and wraps around itself, stretching to great lengths.

Taken from Creature Codex

Alphyns are noble creatures of the plains that pride themselves as impartial and fair arbiters of justice. Alphyns are nomadic creatures, wandering traditional routes over vast distances in search of food and conflicts to resolve. Some plains-dwelling people view alphyns as trusted and valuable members of the community, and organize annual holidays to celebrate their coming and have them mediate especially difficult disputes. Others see them as nosy busybodies and try to deflect or avoid their attention.

The hybrid appearance and dimensional powers of alphyns has been explained by some sages as the result of their origins as blink dog/griffin hybrids, but alphyns themselves reject such claims. Their own legends tell of their long-ago arrival from another plane to serve weak-willed humanoids as shepherds of justice and fair doings. They get along well with the churches of lawful gods and may be convinced to set aside their perambulations for a time if offered the position of councilor within one of these hierarchies.

Alphyns are typically solitary creatures, viewing families and friends as ties they do not require. Only a few times during an alphyn’s long life is it compelled to seek out another of its kind as a mate. Alphyn pups are raised by both parents until they can care for themselves, whereupon the entire family separates, never to see one another again.

An alphyn weighs about 150 pounds and stands three feet high at the shoulder. They are carnivorous, preferring to catch small game such as rabbits and voles. They do have a weakness for milk and beer, which they will take as payment for their arbitration.

Alphyn                 CR 4
XP 1,200

LN Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, Perception +10, scent
Defenses
AC 
17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +5

Offense
Speed 
50 ft.
Melee bite +8 (1d6+2), 2 claws +8 (1d4+2), tail slap +6 (1d3+1 plus trip)
Space 5 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks 
pounce
Spell-like Abilities 
CL 6th, concentration +8
Constant—discern lies (DC 16), entropic shield

Statistics
Str 15, Dex 17, Con 14, Int 11, Wis 16, Cha 14
Base Atk 
+6; CMB +8; CMD 21 (25 vs. trip)
Feats 
Alertness, Multiattack, Nimble Moves
Skills 
Acrobatics +7 (+15 jumping), Diplomacy +5, Intimidate +4, Perception +10, Sense Motive +8, Stealth +7
Languages 
Common, Halfling
SQ 
angled stride

Ecology
Environment temperate plains
Organization 
solitary or pair
Treasure 
standard
Special Abilities
Angled Stride (Su) 
An alphyn’s footsteps warp space in odd ways. An alphyn can move diagonally as if each square took 5 feet of movement to cross, not 15 feet per two squares. An alphyn cannot use this ability when under the effects of dimensional anchor or within a dimension lock spell.

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