Large fey (alux), any alignment

Armor Class 13 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 40 ft.

19 (+4) 12 (+1) 20 (+5) 8 (-1) 13 (+1) 7 (-2)

Saving Throws Str +6, Con +7
Damage Vulnerabilities Obsidian
Condition Immunities Frightened
Senses darkvision 60 ft, passive Perception 11
Languages Primordial Notoan (understands but doesn’t speak)
Challenge 3 (700 XP)


  • Keen Hearing and Smell. The alux has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Mountain Camouflage. The alux has advantage on Dexterity (Stealth) checks made to hide in mountain terrain.


  • Multiattack. The alux makes two Bash attacks.
  • Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the alux can push the target five feet away if the target is Large or smaller.
  • Block the Path. The alux can use its action to prohibit other creatures from moving past it or escaping its grasp. Until the start of the alux’s next turn, attack rolls against the alux have disadvantage. The alux has advantage on opportunity attack rolls, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the alux’s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the alux’s next turn.
  • Trigger Rockslide (recharge 5-6). The alux begins wildly pounding the surrounding earth and rock to create a rockslide that rushes down the incline atop which the creature stands. The rockslide is 10 feet wide and travels in a straight line down the incline until it reaches the nadir. Each creature within the area of the rockslide must make a DC 13 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also forced prone.


The aluxes are made up of several races of proto-humans whom the earliest gods created during the prehistoric ages long before the rise of the hero-gods. Each of a different era, the aluxes were formed from the remains of the creations that came before them after their worlds were laid waste by cataclysm, war, and other apocalypses that befell the world before the age of man. They span thousands of years of creation and are the precursors to what the world recognizes as human. They walk upright, possess the ability to reason, and are human in appearance, though each age has identifiable traits that are distinctly non-human – some subtle, some hideous, or deformed. The earliest aluxes are more bestial than manlike. They are crude, barbaric, and barely able to speak. Aluxes hold a wide range of dispositions, though most have a chaotic bent. Some are kind and helpful. Others resent humanity, believing they stole the world from them and seek to reclaim it for themselves.

Few aluxes exist today. Those that escaped extinction remain hidden from the world, though they sometimes settle with their own kind. To exist in the realms of the living and the dead, the gods gave the aluxes souls. However, they can remove them when they pass into the land of the dead. For this reason, all aluxes are semi-immortal in that they do not age. Nonetheless, they can be killed by physical violence.

Section 15: Copyright Notice

Adventures in Tehuatl, © 2020, Frog God Games; Authors Tom Knauss, Tim Hitchcock, and Rob Manning

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