Good crew. I address you all because we are about to embark on a journey that is likely to rend your minds and tear at your souls, should you stop being pure of heart and sound of mind. Stay close and my allies will protect you. Tonight, we discover the source of the soul-draining plague! We descend into the land of fire and fell sorcery, Gehenna! – Lucien, an angel-blooded aasimar paladin, captain of The Indefatigable.
The planes are ever rife with mystery and wonder, just as they are with conspiracy and horror. And its inhabitants are equally curious beings, incarnate representations of the very domains, dimensions and demiplanes whence they came. Many creatures are born with a purpose, while others came into being from circumstance. A mixture of creatures of destiny and lost souls of chance.
Author’s Note: Plane-Jammer stuff is back! This time, more monsters. As always, I love coming up with all sorts of downright bizarre creatures to help and hinder your heroes. This time, it’s one half trip to Wildspace, one half trip to The Bleak Eternity of Gehenna.
Greater Yugoloth, Plague Daemon/Pathogeloth
Before you is a hunched plague doctor, administering some strange cure to an ailing victim of some horrific sickness. In mere minutes, the subject begins to lose their symptoms. The healing victim then screams in unfathomable horror before falling over dead, completely pale in complexion. A fiendish aura hovers off the fake doctor, as it turns towards you.
Plane of Origin: Gehenna/The Grey Wastes. The Plague Daemon is a horrible creature, with a look that betrays its name. This creature has two forms; a humanoid that’s reminiscent of plague doctors and a bulbous, inky monstrosity with a toothy white face. More often than not, it spreads a horrible plague before visiting victims. From there, it offers a cure, usually at the cost of their soul. While it lacks the arcane might of the arcanaloth, the pathogeloth makes up for it through both shrewd bargaining power and raw physical power. Within Tower Arcane, they help to concoct new horrible illnesses, as well as new facades to help bring victims to their side. They’re equally happy to teach mortals the act of concocting their own horrible diseases and plagues. In some regards, they are revered as the special children of the Oinoloth, even though they lack the ability to become it.
Large fiend (yugoloth, shapechanger), neutral evil
Hit Points 179 (17d10 + 85)
Armor Class 14, 16 (Monster Form)
Speed 50 ft., fly 25 ft.
STR 19 (+4) DEX 18 (+4) CON 20 (+5) INT 22 (+6) WIS 17 (+3) CHA 21 (+4)
Saving Throws Dexterity +10, Wisdom +9, Charisma +10
Skills Deception +16, History +12, Medicine +9, Persuasion +10
Damage Resistance cold, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t silvered
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned
Senses Blindsight 60ft., Darkvision 120 Ft., passive Perception 13
Languages All, Telepathy 120 Ft.
Challenge 18 (20,000 XP)
Arcane Physician (Humanoid Form Only). The yugoloth is capable of various medical skills, which function much like spells, using Intelligence as its stat (DC 20, +12 to hit). It may cast from the following, without the need for material components:
- At-will: cure wounds, darkness, greater restoration, inflict wounds, lesser restoration
- 3/day: contagion, cloudkill, heal
When the yugoloth casts a spell that heals or removes an effect (such as from Lesser Restoration), the target must make a DC 20 Charisma saving throw. Failure means that the target’s soul is stolen. Until the yugoloth is defeated, the victim’s soul belongs to that yugoloth. When a victim dies while under this effect, they cannot be resurrected without a Wish spell. Alternatively, their soul can be retrieved from the fiend’s respective plane. Fiends are immune to this effect. Killing the responsible fiend ends this effect.
Dark Sight. Magical darkness doesn’t impede the yugoloth’s darkvision.
Magical Attacks. The yugoloth’s attacks count as magical.
Magic Resistance. The yugoloth has advantage on saving throws against spells and other magical effects.
Shapechanger. The yugoloth can use its action to polymorph between its true monstrous form and a humanoid plague doctor disguise. Besides its AC, damage output and size, its stats are otherwise unchanged. Equipment and gear merge between the creature when it changes form. Either form is immune to any diseases or blights, especially its own.
Multiattack. The yugoloth may attack two times per round.
Bloodletting (Humanoid Form Only). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage. The target must make a DC 18 Constitution saving throw or take an additional 17 (5d6) damage.
Burning Salve (Humanoid Form Only). Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 8 (1d10 + 3) piercing damage. All creatures within 10 ft. of the target must make a DC 18 Dexterity saving throw, regardless of hit or miss from initial attack. Upon failure, the creature takes 9 (2d8) acid damage.
Piercing Pliers (Humanoid Form Only). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) piercing damage. The target is restrained until the end of their next turn.
Claws (Monster Form Only). Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 18 (4d8) necrotic damage. The target’s maximum hit points are reduced by the necrotic damage dealt by the yugoloth. A Greater Restoration spell removes this effect.
Spread Plague (Monster Form Only) (1/day). The yugoloth unleashes a sickly green vapor into the air, which quickly travels in a 300 ft. radius. All creatures caught in the cloud must make a DC 20 Constitution saving throw. Upon failure, they have contracted an illness. The nature of the disease is up to the DM. Alternatively, the infected creature must make a saving throw once every 24 hours following infection or take 1 level of exhaustion that stays until cured. This exhaustion only ends after the illness is cured.
The yugoloth can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yugoloth regains spent legendary actions at the start of their turn.
- Weapon Attack (Humanoid Form Only). The yugoloth makes an attack.
- Claws (Monster Form Only). The yugoloth makes a Claws attack.
- Heal Thyself (2 Actions). The yugoloth regains 11 (2d10) hit points.
- Teleport. The daemon may teleport to a spot within 60 ft., that it can see.
Variant Arcanaloth: Greater Arcanaloth
A handful not only master dark sorceries, but perfect them into the purest essence of magical evil. These supreme loths are a step above the rest, some forced into exile in part because of it. Some surmise that this is what happened to the nefarious Shemeshka the Marauder! Best not to ask her.
The Greater Arcanaloth has the following changes:
- Hit Points 158 (21d8 + 63)
- Armor Class 18 (natural armor)
- Speed fly 60 ft.
- Increase Dexterity 15 (+2), Constitution 16 (+3), Intelligence 23 (+6), Charisma 19 (+4)
- Saving Throws Dexterity +8, Wisdom +9
- Challenge 18 (20,000 XP)
- Give Multiattack. The arcanaloth can attack up to three times per round.
- Give Sneak Attack (6d6) for the claw attack, when standard conditions are met.
- Innate Spellcasting: DC 18
- Spellcasting: The arcanaloth now counts as a 20th level Wizard (DC 20, +12 to hit) and has the following spells:
- Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
- 1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk
- 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
- 3rd level (3 slots): counterspell, fear, fireball
- 4th level (3 slots): banishment, dimension door
- 5th level (3 slots): contact other plane, hold monster, wall of force
- 6th level (2 slot): chain lightning, disintegrate
- 7th level (2 slot): finger of death, forcecage
- 8th level (1 slot): mind blank
- 9th level (1 slot): prismatic wall
- Claws: +9 to hit, DC 18 Constitution saving throw, poison deals 17 (5d6) poison damage
- Variant: Summon Yugoloth. Increase to 60% chance.
- LEGENDARY ACTIONSThe Arcanaloth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yugoloth regains spent legendary actions at the start of their turn.
- Cantrip (2 Actions). The arcanaloth casts a cantrip spell.
- Claws (2 Actions). The arcanaloth makes a Claws attack.
- Teleport. The arcanaloth may teleport to a spot within 60 ft., that it can see.
Variant Ultroloth: Greater Ultroloth
The supreme command of the supreme command. These fearless leaders of the yugoloth forces are already a mighty fiend to face against. But, the true potential of the ultroloth puts them a few pegs below the mighty Oinoloth itself!
The Greater Ultroloth has the following changes:
- Hit Points 196 (23d8 + 92)
- Armor Class 20 (natural armor)
- Increase Strength 18 (+4), Dexterity 19 (+4), Intelligence 20 (+5), Wisdom 18 (+4), Charisma 24 (+7)
- Saving Throws Strength +11, Dexterity +11, Constitution +11
- Skills Perception +16
- Challenge 20 (25,000 XP)
- Innate Spells. (DC 22, +15 to hit) Add the following
- At-will: Ray of Enfeeblement, Vitriolic Sphere
- Gain Legendary Resistance (3/day)
- Variant: Summon Yugoloth now has a 70% chance of success.
- Multiattack only pertains to longsword.
- Gain Attack: Gehennan Ray: +14 to hit, ranged spell attack, range 60ft./120ft., one target. Hit: 21 (6d6) poison damage.
- LEGENDARY ACTIONSThe Ultroloth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yugoloth regains spent legendary actions at the start of their turn.
- Hypnotic Stare (3 Actions). The ultroloth uses its Hypnotic Stare.
- Gehennan Ray (2 Actions). The ultroloth uses its Gehennan Ray attack.
- Longsword. The ultroloth makes a longsword attack.
- Teleport. The ultroloth may teleport to a spot within 60 ft., that it can see.
Creatures that look like stingrays or manta rays, flying through the endless void reaches. Often, they fly with large assortments of others. Most wondrous of all, these creatures often display a variety of fluorescent colors.
Plane of Origin: Wildspace/Material. These creatures are native to the endless voids, often feeding upon the other few inhabitants drifting alike, such as Infinity Vine. Some gather close to the Phlogiston. They have also congregated alongside the Celestial Pod in the planes of Arborea and The Beastlands.
Small monstrosity, unaligned
Hit Points 18 (4d6 + 4)
Armor Class 13 (natural armor)
Speed 0 ft., swim 30 ft., fly 30 ft.
STR 12 (+1) DEX 17 (+3) CON 13 (+1) INT 7 (-2) WIS 10 (+0) CHA 9 (-1)
Skills Acrobatics +7, Perception +2, Stealth +5
Damage Resistances cold, fire
Senses Darkvision 120 ft., passive Perception 12
Languages understands Celestial
Challenge 1 (200 XP)
Breathless. The Space Ray does not need to breathe.
Cosmic Camouflage. While in either an underwater environment or in an environment similar to Wildspace (such as the Astral Plane), the Space Ray has advantage on Dexterity checks to Stealth.
Strange Light. On a whim, the space ray can use a bonus action to glow. This creates bright light that reaches 10 ft. and dim light that reaches another 10 ft. It may use another bonus action to stop.
Stinger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage. The target must also make a DC 11 Constitution saving throw. Upon failure, the target takes an additional 3 (1d4) poison damage and 2 (1d4) psychic damage.
Survival Suit Victim
The remnants of travelers lost in wildspace while bonded to an experimental suit designed to endure the vast void’s worst elements. However, the suit reverts to basic functions after a while; often resulting in starvation and dehydration. These mad mummies drift in their eternal suits, waiting to lash out against any crew they happen to get close enough to.
Plane of Origin: Wildspace. These pathetic beings are the victims of advancing magics and artifacts. These lost souls were mere experiments, equally lost adrift in the inky blackness. Many try to take their vengeance on any crew that draws near. Their goal is vengeance, particularly against anyone who flies a spelljammer or anyone who tinkers in artifice. Unfortunately, those are the most likely travelers through the void of wildspace itself.
Damaged Gear. While parts of the suit can be salvaged for scrap, the wildspace survival suit is no longer safe to wear for a living creature.
Irony. This suit was built to sustain a living creature. Despite the host long since being dead, it still tries to pilot and control a corpse. In some cases, the suit is operated by a host that has been revived through other unnatural means. This creature does not need to eat, drink or breathe. This will confuse the suit at times. The creature itself resents its ironic state. The very suit that was built to protect it, only caused a slow and painful death. While it is bound to the suit, the survival suit victim is hellbent on slaying any living creature it comes across, less it finally enjoy the peace of death first.
Medium undead, lawful evil
Hit Points 33 (5d8 +10)
Armor Class 15 (Survival Suit)
Speed 30 ft., swim 30 ft. (applies to Wildspace as well)
STR 14 (+2) DEX 10 (+0) CON 15 (+2) INT 10 (+0) WIS 13 (+1) CHA 6 (-2)
Saving Throws Dexterity +2
Skills Acrobatics +4, Athletics +4, Intimidation +2, Perception +3
Damage Immunities poison, psychic, thunder
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses Darkvision 60ft., passive Perception 13
Languages understands Common
Challenge 2 (450 XP)
Augmented Undead. Despite being an undead creature, it shares features of constructs as well. Despite immunity to fear, it can still be turned. However, it has advantage on the save.
Hate the Living. The survival suit victim can use a bonus action to take the dash action in the direction of a living creature.
Space Corpse. While motionless, the survival suit victim looks like indistinguishable a withered dead body in an old wildspace suit.
Suit Enhancements. The Survival Suit Victim gains several benefits from its suit. It has advantage on any checks or saving throws related to swimming or navigating through aquatic or astral environments. It also has advantage on saving throws against extreme pressure, such as from gravity or tight spaces.
Undead Fortitude. If damage reduces the survival suit victim to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the survival suit victim drops to 1 hit point instead
Multiattack. The survival suit victim may attack twice per round.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Deplete Life. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 7 (3d4) necrotic damage.
Variant: Armed Survival Suit Victim
- Musket. Ranged Weapon Attack: +2 to hit, range 40ft./120ft., one target. Hit: 9 (1d12 + 3) piercing damage. This weapon has the loading property.
- Cutlass. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage.
IMAGE CREDIT: TSR Inc – Spelljammer; National Library of Medicine – Plague Doctor Rendering; Tony Di’Terlizzi – Shemeshka the Marauder; James Zhang – Ultroloth; Joanna Efenberger – Space Stingray; Obsidian Entertainment – Y-17 Trauma Harness Zombie
Spelljammer and Planescape are property of TSR, Wizards of the Coast and Hasbro. Content made by Doctor Necrotic, for Doctor Necrotic Media. All rights reserved.