Extraterrestrials, xenoforms, space beings, aliens. These are all methods to categorize something not from this world, something so detached from us in almost every way possible. The thought of something we can’t quite comprehend frightens us, because we can’t anticipate their next move or attempt to understand their motives or culture. For many, the Alien is the fear of the unknown and distant realized. Some end up trying to learn their ways and branch diplomacy further. Some react in hostility and branch war further into the known universe. Either way, an encounter with an alien is one that will be known for ages to come.
While aliens have been documented across space and time, many popular ones keep show up in scripts, tomes and records. These are the Greys, the Reptillians, The Children, Invaders, many more. Many of these accounts have been destroyed, for many of these beings are inherently domineering and malicious towards “outsiders” or creatures they plan to conquer. Others are merely just scholars trying to keep their research a secret, as they chronicle all know realities. Some seem all too eager to share their knowledge with whoever will listen… almost to an imperialistic extent.
Despite looking similar to the Lizardfolk, they are far from them. These creatures are an ancient race that came from the stars long before an age of humanity was remotely close. As more creatures began to emerge, the reptoids retreated deep within the world itself to form a Hollow World they could dwell in until they were ready to claim the Material Plane as their own… again.
Medium humanoid (extraterrestrial), lawful evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
STR 14 (+2), DEX 15 (+2), CON 15 (+2), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)
Saving Throws Intelligence +3, Wisdom +3
Skills Deception +5, Perception +5
Damage Resistances poison, psychic
Damage Vulnerabilities cold
Senses Darkvision 60ft., passive Perception 15
Languages Common, Reptoid
Challenge 2 (450 XP)
Change Shape. As long as the Reptoid has studied the target race for at least 1 day, it may assume the form of it as an action. If the Reptoid attempts to take the form of a specific person, it will often have trouble and create distinguishable differences in the process. The creature in question must be a humanoid. Furthermore, Reptoids cannot change their size nor do they gain special abilities in their new form.
From Above, From Below. Despite a reptilian appearance, they are ancient beings found both below the world (The Hollow World) and in the depths of space (Wildspace). Due to integrating into and studying the ways of the overworlders, they have adapted to plagues, toxins and more. Reptoids have advantage on saves against poisons, diseases, shape affecting spells and mind affecting spells/charm effects.
Humanoid Persona. More often than not, Reptoids will adopt a secret identity whole forming a new identity based on an alternate form. For all intents and purposes, their alternate identity is a part of them. In this new form, they are likely to seek out places of authority or power. They have advantage on all checks to uphold a disguise or maintain a bluff that they are that person.
Innate Spellcasting (Psionics). Reptoids have some control over psychic powers, which allows them to shift their form and manipulate other. The reptoid’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no components:
- At-Will: Alter Self, Disguise Self, Friends
- 3/Day Each: Invisibility (self only), Suggestion
- 1/Day Each: Modify Memory
Multiattack. The reptoid may make two attacks per round, each must be different.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Grand Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.
Bow. Ranged Weapon Attack: +4 to hit, ranged 60ft./120ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Variant: Technologically Advanced Reptoid. This variant assumes the reptoid has better access to technology than primitive tools. They gain one of the following actions to any non-natural weapon of choice:
Stun Rod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) force damage. The target must also make a Constitution saving throw (DC 12) or become paralyzed until the start of the reptoid’s next turn.
Blasting Pistol. Ranged Weapon Attack: +4 to hit, ranged 40ft./80ft., one target. Hit: 12 (3d6 + 2) fire damage. (ALTERNATIVELY: laser damage*)
Hybrid creatures that are part human and part alien, created from disturbing experiments between alien life and shadowy government organizations. Some think the Regime is responsible, due to the constant motif of the creations having blue eyes and blond hair. They also convey a sinister sense of the uncanny to them. They way they operate is simply off and is made worse by their weird powers.
Medium Aberration (hybrid), usually neutral evil
Armor Class 12
Hit Points 22 (4d8 + 4)
STR 11 (+0), DEX 14 (+2), CON 12 (+1), INT 17 (+3), WIS 14 (+2), CHA 9 (-1)
Saving Throws. Intelligence +5, Wisdom +4, Charisma +4
Skills. Insight +6
Damage Immunities. Psychic
Condition Immunity. Charmed, Frightened
Senses. Darkvision 120ft., passive Perception 12
Languages. Common and two others of choice
Challenge 1 (200 XP)
Creepy. There is something truly uncanny about the strange children. Their similarity, their lack of color, their monotone, the list continues. They have disadvantage on all checks to hide or disguise their disturbing attributes.
Magic Resistance. The Strange Children have advantage on all saving throws against spells and magical effects.
Inflict Anguish. Ranged Spell Attack: +5 to hit, ranged 60ft., one target. Hit: 17 (4d6 + 3) psychic damage. The target must also make an Intelligence saving throw (DC 13) or become poisoned for 1 round.
Dominate Creature (1/Day). The Strange Child imposes its will over a subject within 60ft. The target must make a Wisdom saving throw (DC 13). Upon failure, they are dominated for up to 1 minute, but they may save again the following round at the end of their turn. If any target friendly to the Strange Child attacks a dominated subject, the target may save again.
Screaming Choir of the Damned (Recharge 5 or 6). Ranged Spell Attack: Dexterity saving throw (DC 13), 30ft. from the Strange Child, all creatures (except Strange Children) in burst. If the target fails, they take 7 (1d8 + 3) thunder damage and 5 (2d4) psychic damage.
Join the Shrieking (1/Day). Whenever a Strange Child is in the blast of a Screaming Choir attack, it may use its reaction to use its attack as well (assuming it hasn’t already used it or had recharged from a prior turn)
One of the ultimate war machines for conquest! The Invader Machine is a walking tripod robot equipped with destructive super weapons.
Huge construct (extraterrestrial), unaligned
Armor Class 18 (natural armor)
Hit Points 105 (10d12 + 40)
STR 22 (+6), DEX 18 (+4), CON 19 (+4), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills. Perception +8
Damage Resistances. Bludgeoning/Piercing/Slashing from non-magical weapons, Fire
Damage Immunities. Psychic, Poison
Condition Immunities. Charmed, Frightened, Paralyzed, Poisoned, Prone, Sleep
Senses. Darkvision 120ft., passive Perception 18
Challenge 12 (8,400 XP)
Ever Moving. The Invader Machine is immune to effects that would forcefully move it or knock it prone.
Lock-On (Recharge 6). As a bonus action, the machine may lock-on to a target, gaining advantage on a single attack.
Immutable Form. The robot is immune to any spell or effect that would alter its form.
Machine. Robots and other machines are immune to diseases, among various effects.
Death Cloud. The machine unleashes a cloud of toxic gas. This works like a Cloudkill spell cast at 9th level, effectively dealing 40 (9d8) damage on a failed save. This effect is not concentrated and dispels after the attack. The DC is 16.
Destruction Beam. Ranged Weapon Attack: +8 to hit, ranged 80ft., one target. Hit: 95 (10d10 + 40) force damage. Creatures killed by this attack are disintegrated into a powder.
Crawling with its tendrils, the Invader looks far less confident outside its metallic shell. These creatures can still put up a good fight despite being able to poorly survive the world outside of their machines. Their squid-like appearance only highlights how they aren’t built to fight by themselves.
Medium aberration (extraterrestrial), neutral evil
Armor Class 13
Hit Points 5 (2d6 – 2)
STR 8 (-1), DEX 16 (+3), CON 8 (-1), INT 19 (+4), WIS 12 (+1), CHA 8 (-1)
Saving Throws. Wisdom +3, Charisma +3
Senses. passive Perception 11
Damage Resistances. Bludgeoning, Piercing, Slashing
Damage Vulnerability. Poison, Necrotic
Languages. Telepathy 120ft.
Challenge 1/4 (50 XP)
Tendril Grab. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Alternatively, they can forgo damage and the target is restrained until they break free.
Ray Gun. Ranged Weapon Attack: +5 to hit, ranged 40ft., one target. Hit: 8 (2d4 + 3) fire damage. (ALTERNATIVELY: laser damage*)
Tall, lanky, improbably thin; with bulbous heads and olive-shaped eyes. The Fraal are a cosmic force more notorious than any other. Their agendas have long since been mysterious, as they have become associated with a culture of alien abduction. For the most part, their main interest is doing whatever they can to learn about other worlds… with the help of local governing powers keeping them a secret.
Medium Humanoid (Extraterrestrial), lawful neutral (sometimes lawful evil)
Armor Class 14 (padded suit)
Hit Points 36 (8d8)
STR 10 (+0), DEX 17 (+3), CON 10 (+0), INT 16 (+3), WIS 13 (+1), CHA 14 (+2)
Skills. Insight +3, Persuasion +4
Damage Resistance. psychic
Senses. Darkvision 60ft., passive Perception 11
Languages. Common, Fraal, Deep Speech
Challenge 1 (200 XP)
Alien Mindset. Fraal are psychologically complex, to the point that a lot of our effects don’t work well on them. They have advantage on Charm and Fear effects.
Innate Spellcasting (Psionics). The Fraal’s innate casting ability is Intelligence. It can innately cast the following spells, requiring no components:
- At-Will: Detect Thoughts, Friends, Vicious Mockery
- 1/Day Each: Charm Person, Enthrall
Disruption Beam. Ranged Weapon Attack: Constitution saving throw (DC 13), ranged 60ft., one target. Failure: The target is paralyzed for upwards to 1 minute, but may make a new saving throw at the end of their turns until saved. Constructs and machines have disadvantage on this saving throw. In addition, targets wearing technological armor (e.g. Power Armor) also suffer the same penalty.
Deathray. Ranged Weapon Attack: +5 to hit, ranged 60ft./100ft., one target. Hit: 12 (2d8 + 3) necrotic damage. Targets must make a Constitution saving throw (DC 13). Failure results in being unable to heal for 1 hour. (ALTERNATIVELY: radiation damage**)
Energy Gun. Ranged Weapon Attack: +5 to hit, ranged 60ft./100ft., one target. Hit: 10 (2d6 + 3) radiant damage plus 4 (1d8) force damage.
New Race: Fraal
Ability Score Adjustment: Your Intelligence increases by 2, Your Dexterity increases by 1
Age: Fraal fully mature at age 22 and live to nearly in the 200s on the average.
Alignment: Fraal typically have a deep respect for authority, thus Lawful alignments are the most common. Some take their missions to explore a bit too far on the imperialist end and become Lawful Evil.
Size: They are medium.
Speed: Their speed is 30 feet.
Darkvision. You see Darkvision out 60ft.
Psychic Resistance. Fraal have resistance to psychic damage, as well as advantage on saving throws against charm and fear effects.
Innate Psychic Power: All Fraal have some level of psychic ability. Using their intelligence for spell modifier, they know the following: Friends at level 1, Charm Person at level 3, Enthrall at level 5.
Languages: Fraal know and speak Fraal. They also gain the choice of knowing either Deep Speech or Common. That said, Fraal is rarely spoken by other races, except slave races serving under the Fraal.
The Sesheyan are primal alien creatures with leathery wings and bat-like ears. While they try to avoid to technology, they are still intelligent and cunning beings. Mostly at home in jungle environments, many are adept at stealth and sneaking. Despite being technophobic and mostly unaware of arcane power, some have taken the time to study both, but these are cultural pariahs.
Medium humanoid (extraterrestrial), chaotic neutral
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30ft., fly 40ft.
STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 8 (-1), WIS 14 (+2), CHA 8 (-1)
Skills. Perception +4, Stealth +6
Senses. Darkvision 120ft., passive Perception 14
Challenge. 1 (200 XP)
Light Sensitivities. While in sunlight, the Sesheyan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Sesheyan may attack twice.
Steel Bone Blade. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d10 + 1) slashing damage.
Strange Looking Bow. Melee Weapon Attack: +4 to hit, ranged 40ft./80ft., one target. Hit: 6 (1d8 + 2) piercing damage.
The Archivist is a name given to a species of travelers with very little discernible anatomy. Four arms with suction cup hands emerge from a blob-like body and a stalk containing some sort of mouth is likely the head. Despite a horrifying appearance, they’re extremely intelligent and possess superior psychic ability. Their main reason for travel is cataloging activity in the known multiverse.
Large aberration (extraterrestrial), true neutral
Armor Class 16 (reinforced plate armor)
Hit Points 144 (17d10 + 51)
STR 18 (+4), DEX 15 (+2), CON 17 (+3), INT 22 (+6), WIS 15 (+2), CHA 16 (+3)
Saving Throws. Constitution +8, Wisdom +7
Skills. Arcana +11, History +11, Insight +12
Damage Resistances. bludgeoning, piercing and slashing from non-magical sources
Damage Immunities. psychic
Condition Immunities. Blinded, Charm, Deafened, Frightened
Senses. Darkvision 120ft., passive Perception 12
Languages. Common, Deep Speech, Telepathy 120ft.
Challenge 13 (10,000 XP)
Cosmic Sight. The Archivist can see in magical darkness.
Innate Spellcasting (Psionics). The Archivist’s innate casting ability is Intelligence. It can innately cast the following spells, requiring no components:
- At-Will: Detect Thoughts, Locate Object, Nondetection, Unseen Servant
- 3/Day Each: Couterspell, Dispel Magic, Locate Creature, Scrying
- 1/Day Each: Geas, Guards and Wards, Foresight
Magic Resistance. The Archivist has advantage on all saving throws against spells and magical effects.
Magic Weapons. Attacks from the Archivist are considered magical when accounting for resistance or immunity.
Non-Violence. Archivists hate getting involved with violence, usually fighting in self-defense.
Telekinetic Lob. Ranged Weapon Attack: Dexterity saving throw (DC 19), ranged 120ft., one target. Failure: 33 (6d8 + 6) bludgeoning damage.
Slamming Arm. Melee Weapon Attack: +11to hit, reach 10ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.
*Laser Damage counts as fire and lightning damage for all intents and purposes.
*Radiation Damage counts as radiant and necrotic damage for all intents and purposes.
IMAGE SOURCE: Alien Invasion – Fantasy Flight Games
End of the World is property of Fantasy Flight Games, Fraal, Seshyan and related concepts are property of Wizards of the Coast. Made by Doctor Necrotic, for Doctor Necrotic Media. All rights reserved.