Halafas Raeranthur
Halafas God Port
Basic Information
Aliases Hal Sweetdreamer

Halafas the Shade

Pantheon Heroic
Home Illden
Former home(s) Wynstport, Thessan
Gender Male
Race Grey Elf
Class Monk/Rogue
Portfolio Fear, Confusion, Control
Primary Cleric Domain Unknown
Secondary Cleric Domains Unknown
Holy symbol Two dancing silhouettes
Date of birth 357 IV
Date of accension 158 V
Date of death Unknown

Level 10
Alignment True Neutral
Favorite item Unknown

Halafas was a grey elf and high ranking member of the Stone Lake Vipers thieves gang. He is loosely related to House Shay and served Arundel Shay as a spy and informant. He was a self-proclaimed "Shadowdancer" although he rarely demonstrated any such abilities. He was captured by Blackwell's crew after his partner fumbled a tavern robbery. He killed his partner before surrendering to the party.

His friendly demeanor and willingness to cooperate with others were incredibly disarming. After his interrogation, it was assumed by the party that he was no threat and was revealed to be their contact in Illden. He was released to rendezvous with the party later, joining them on much of their journey.

In the year 158 V he was given the Spark of Terror by Marcelyina Arcoyris to assist the party in defeating High Inquisitor Var'izan and her tarterun army. He had little trouble controlling the spark's personality and managed to retain his own mind with little interference.

Spark of Terror


Hal as he appeared before he merged with the spark of terror.

The Spark of Terror granted Halafas eternal youth and gave him the following abilities in addition to his formidable combat abilities.

Ability DC = 8 + Proficiency bonus + highest attribute modifier

Wielder can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The wielder regains spent points at the start of its turn.

Attack - (One Point) The wielder makes one attack or one bonus action.

Horror - (One Point) You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for one minute. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

Control Fear - (Two Points) Each creature in a 60-foot radius must succeed on a dc Wisdom saving throw or suffer one of the following effects. Gain immunity to fear while within 60 feet from the caster, or drop whatever it is holding and become frightened permanently.

While frightened by this ability, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.