Mysterious astral scouts sent to observe other realities, their intentions are just as tenebrous as their psychology. The Fraal are an ancient empire based on collection of knowledge and expansion based on various needs. Just like their motivations, their needs are equally shrouded in shadow.
Those who’ve reported being taken by a light and visited by slender humanoids with bulbous heads are among the lucky (or unlucky) few to see them up close. The rare few who’ve had such an opportunity also have stories of being abducted by a strange light and taken to an incredible ship filled with horrific shapes and incomprehensible sounds.
MONSTER AND RACIAL STATS AFTER THE JUMP
Medium Humanoid (Extraterrestrial), Any Lawful Alignment (Typically Neutral or Evil)
Armor Class 15 (Space Suit)
Hit Points 40 (8d8)
Speed 30 ft.
STR 8 (-1), DEX 16 (+3), CON 10 (0), INT 18 (+4), WIS 15 (+2), CHA 13 (+1)
Saving Throws Int +6, Cha +3
Sense Darkvision 60 ft., passive perception 13
Languages Common, Deep Speech, telepathy 60 ft.
Skills Arcana +6, Deception +3, Insight +4, Religion +6, Persuasion +3
Psychic Resistance. The Fraal have resistance to Psychic damage.
Innate Spellcasting (Psionics). The Fraal’s innate spellcasting ability is Intelligence (spell save 14), it can innately cast the following spells, requiring no components:
1/Long Rest: Charm Person (cast as 2nd Level Spell), Enthrall
Multiattack. The fraal can make 2 attacks; a combination of raygun and/or mental disruption attacks.
Raygun. Ranged Weapon Attack: +5 to hit, range 40 ft./80 ft., one target. Hit: 5 (1d4+3) fire damage and 5 (1d4+3) lightning damage. 1 Attack consumes a charge, Raygun has 10 charges and requires an action to reload.
Disrupting Mental Feedback Gloves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 9 (1d10+4) psychic damage.
Character Option: Fraal as Player Characters
Ability Scores: Increase Intelligence by 2, Charisma by 1
Age: Fraal mature at around 25 years old and typically live to around 150.
Alignment: Fraal are typically lawful alignment, with others being the exception to the rule.
Darkvision: Darkvision out to 60 ft.
Speed: 30 ft.
Innate Psionics: You may use Message at level 1 as a cantrip. Upon reaching level 3, you may cast Charm Person as a Level 2 spell once per day, and Enthrall at level 5 once per long rest. Intelligence is your spellcasting ability for these spells.
Alien Mind: You gain resistance to Psychic damage.
Languages Known: Common, you own language called “Fraal”, and can communicate up to telepathically 60 ft.
FEAT – Fraal Technology Mastery
You gain proficiency in any technology manifactured by Grey aliens (raygun, disrupting mental feedback tech, fraal space suit)
New Gear – Fraal Technology
Space Suit – Light Armor – AC 12 + Dex; 200 GP
Ray Gun – Ranged 40 ft./80 ft.; Dex for attack; 1d4 fire damage and 1d4 lightning damage (ALT – 2d4 Laser Damage) + dex mod; 400 GP
Mental Feedback Gloves – Reach 5 ft.; Int Stat for attack; 1d10 psychic damage + int mod; 200 GP
Author’s Note: The layout for the Grey was inspired by the “Tiefling” race for the PHB, but it’s a perfect basis in my opinion.
Image Credits: Three Gray Aliens by Josh Crockett
Created by Doctor Necrotic for Doctor Necrotic Media. Inspired by the D20 Modern and Alternity Roleplaying Game, which are properties of Wizards of the Coast