An alux (plural: aluxo’ob) is a short, stout humanoid hailing from the southern reaches and jungles Alberia. Aluxo’ob are the natural protectors and miners of heartstone (la piedra de corazón), defending the rare element and its mágico.
When the Lejodores sailed across El MarQue Bosteza and conquered the Aztec nations to the north, the aluxo’ob revealed themselves to the southern tribes, offering the secret of the heartstone. With this magic, the Alberian people halted the expansion of the Lejodores. For this gift to mankind, aluxo’ob will forever be held in high regard.
Aluxo’ob are rare. It’s unusual for more than two or three at a time to appear in any one place. Some believe that the aluxo’ob life forces are tied directly to heartstone. And over time, as the humans and zules of Alberia began to deplete the precious mineral, aluxo’ob disappeared along with it. In truth, aluxo’ob prefer to stay hidden from most of the world, making their homes in the dense jungles of Cueva and the Surlands.
Of all the humans, Cuevans have the strongest relationship with the aluxo’ob as Cuevans have displayed the overall highest degree of respect to heartstone magic. It is rumored that the Cuevan city of Nata hides a underground city of aluxo’ob and that a massive source of heartstone–bigger than any that’s ever been seen by human or zule eyes–lies at the core of this complex.
Alux Warrior
Medium humanoid (dwarf), lawful neutral
Armor Class 16 (scale mail, shield)
Hit Points 26 (4d8 + 8)
Speed 25 ft
Abilities Str 14 (+2), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 11 (+0), Cha 12 (+1)
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages Alux, Common
Challenge 1 (200 XP)
Dwarven Resistance. The alux has advantage on saving throws against poison.
Heartstone Attunement (1/day). If the alux is subjected to a magical effect that allows it to make a saving throw to take only half damage, the alux instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Actions
Maquahuitl. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage or 6 (1d8 + 2) slashing damage if wielded with two hands.
Alux Tuunich Xwaay
Medium humanoid (dwarf), lawful neutral
Armor Class 11 (14 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 25 ft
Abilities Str 11 (+0), Dex 12 (+1), Con 14 (+2), Int 11 (+0), Wis 12 (+1), Cha 16 (+3)
Skills Stealth +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Alux, Common
Challenge 4 (1,100 XP)
Dwarven Resistance. The alux has advantage on saving throws against poison.
Heartstone Attunement (1/day). If the alux is subjected to a magical effect that allows it to make a saving throw to take only half damage, the alux instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sorcery Points. The alux has 5 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
- Distant Spell. When the alux casts a spell that has a range of 5 feet or greater, it can spend 1 sorcery point to double the range of the spell, or when the alux casts a spell that has a range of touch, it can spend 1 sorcery point to make the range of the spell 30 feet.
- Subtle Spell. When the alux casts a spell, it can spend 1 sorcery point to cast it without any somatic or verbal components.
Spellcasting. The alux is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The alux has the following sorcerer spells prepared:
- Cantrips (at will): dancing lights, fire bolt, mage hand
- 1st Level (4 slots): expeditious retreat, mage armor, magic missile, shield
- 2nd Level (3 slots): darkness, gust of wind
- 3rd Level (2 slots): fireball, haste
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 10 (3d6) poison damage.
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