Planar Mania – Monsters Continued

Wildspace Explorer | Into the Night by sdavis75

“Today, you have entered as cadets, mere trainees with little knowledge of the cast worlds beyond and the infinite stars that surround them.  Through extensive courses and simulations, you exit as readied soldiers.  The vast empty void is your grounds to explore, to understand, to build upon.  Be brave, mighty warriors, mages and more!  Go forth, into wildspace!” – Graduation at the Rock of Bral Spell Flight Academy

To some, a trip into fantastical space is a simple feat.  They’re quite far from the truth.  In reality, it proves to be quite the challenge for those who aren’t initiated.  And even once one travels into space, that’s not to say it’s just a lifeless and black nothingness.  Countless hazards threaten the discerning traveler.  Most poorly calculated move and you sail into a deadly trap!  While not all life beyond a material world is inherently deadly, there is still much to be weary of.

Author’s Note:  More Spelljammer!  This time, I’m sampling a little bit of Star Wars influence too.  Starweirds, Ysalamiri, maybe a few others.  Also, there seems to be an unintentionally recurring theme of racial tension in this post.  I guess the theme for this post is part Star Wars, part “racism is bad”?  I dunno.

Variant Orc: Scro3e

On many Crystal Spheres, Orcs are seem as somewhat simple and brutish marauders.  They are considered just mere monsters powered by muscle, without the proper tactics or innovation to make them greater threats.  The Scro on the other hand are that threat.  They are quite similar to the material world orcs, but in many ways superior.

Plane of Origin: Dukagsh – The homeworld of the Scro is a built up and brutal one.  Named after the leader of the Scro who helped bring his orcish brethren into a glorious new age, the people on this world as just as ruthless and regimented as those found throughout wildspace.  Society here is built on totalitarian and militaristic principles, which the denizens are expected to follow absolutely.

Outside of their native world, they are among the most terrifying military powers to be amassed in Wildspace and beyond.  Soldiers within the Scro order are loyal until death, bred for war and ready for untimely demise.  Leaders are far more terrifying, able to guide forces through the impossible and deliver nerve wracking orders to their troops without so much as a muscle twitch.

Scro

Medium humanoid (orc), lawful evil

Armor Class 14 (Reinforced Leather Armor)

Hit Points 23 (3d8 + 9)

Speed 30 ft.

STR 16 (+3) DEX 13 (+1) CON 17 (+3) INT 12 (+1) WIS 10 (+0) CHA 9 (-1)

Skills History +3, Intimidation +3

Senses Darkvision 60ft., passive Perception 10

Languages Common, Orc, Elven

Challenge 1 (200 XP)

Aggressive.  As a bonus action, the Scro can move up to its speed toward a hostile creature that it can see.

Elf Killer.  When fighting a creature of the Elf type, the Scro deals an extra 4 (1d8) damage to their attacks.

Tactician. You may add your Intelligence modifier to initiative.

ACTIONS

Scro Axe.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 9 (1d12 + 3) slashing damage.

Cutlass.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) slashing damage.

Unarmed Strike.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 6 (1d6 + 3) bludgeoning damage.

Smokepowder Pistol.  Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target.  Hit: 6 (1d10 + 1) piercing damage.

Scro Leader

Medium humanoid (orc), lawful evil

Armor Class 16 (Commander’s Armor)

Hit Points 45 (6d8 + 18)

Speed 30 ft.

STR 17 (+3) DEX 14 (+2) CON 17 (+3) INT 15 (+2) WIS 10 (+0) CHA 10 (+0)

Skills History +6, Intimidation +4

Senses Darkvision 60ft., passive Perception 10

Languages Common, Orc, Elven

Challenge 2 (450 XP)

Aggressive.  As a bonus action, the Scro can move up to its speed toward a hostile creature that it can see.

Elf Killer.  When fighting a creature of the Elf type, the Scro deals an extra 4 (1d8) damage to their attacks.

Tactician. You may add your Intelligence modifier to initiative.

Warlord Tactics (3/day).  Once per round, the Scro Leader may use a bonus action to accomplish one of the following:

  • Order a Scro to make a single attack.
  • Add 1d8 to another Scro’s next attack roll or skill check, including itself
  • Grant one ally within 30 ft. 11 (2d8 + 2) temporary hit points.

ACTIONS

Multiattack.  The Scro may attack twice per round.

Scro Axe.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 9 (1d12 + 3) slashing damage.

Cutlass.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) slashing damage.

Unarmed Strike.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 6 (1d6 + 3) bludgeoning damage.

Smokepowder Pistol.  Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target.  Hit 7 (1d10 + 2) piercing damage.

Smokepowder Rifle.  Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target.  Hit 8 (1d12 + 2) piercing damage.

 

Spellamandrs

https://vignette.wikia.nocookie.net/starwars/images/2/22/Blue-skinned_exhibitor.png/revision/latest?cb=20130814005823

These tree dwelling lizard-like creatures seem unimportant and out of the way.  In truth, they carry one of the most powerful adaptations ever seen through Wildspace and beyond!  Native to a Crystal Sphere that has long since been mined for its “anti-magic” ore, this little animal seems to have similar properties.  In times of stress, this creature unleashes a powerful aura that negates magic.

These creatures have a lengthy reptilian body with a distinct dark beige orange tone.  Often docile and lazy, these creatures will only move at a brisk pace when in need of basic resources or from danger.  Little spots on their body begin to glow, as their fantastic ability awakens.  While not overly intelligent, they can be trained to focus on their magic suppressing powers for a long period of time.  Some have intentionally bred a small army of them to help fortify a nearby area too.

Plane of Origin: Subdualspace – In an unnamed Crystal Sphere within the so-called “Subdualspace”, these strange creatures lived in relative peace.  While its natural predators were quite harmful, outsiders that had attacked the planetoid for eons suddenly realized that they lost a key edge, the powers of magic.  Overtime, a strange cosmic radiation allowed these lizards to adapt and gain a suppressing aura that stops magical powers from hurting them.  Furthermore, even the rock itself gained these abilities.  For a long time, explorers found themselves marooned here, due to their spelljammers failing from the subduing effects of the spacial realm; hence the subdual name.  However, powerful enough psionics proved to be a workaround, allowing mining colonies and poachers to raid the land for its resources.  The usefulness of the Spellamandrs caught on in the black market soon enough.  Before any order or sanction was carried out, the whole sphere was destroyed by greed.  However, the Spellamandr population quickly grew out of black market hands.

Tiny monstrosity, unaligned

Armor Class 12

Hit Points 22 (6d4 + 6)

Speed 40ft., climb 40ft.

STR 5 (-3) DEX 15 (+2) CON 12 (+1) INT 6 (-2) WIS 13 (+1) CHA 5 (-3)

Skills Perception +5, Stealth +6

Senses Darkvision 120ft., passive Perception 15

Languages –

Challenge 1 (200 XP)

Anti-Magical Aura.  The Spellamandr can use its action to create a 20ft. field around itself that stops magic.  All magical effects and spells fail when entering the field or being cast within it.  This extends to magical weapons, turning them into regular ones.  Furthermore, the creature may choose to make a distinct rattling sound while activating this effect.  It can be heard up to 30ft. and will alert other Spellamandrs to activate their ability too.  The creature can hold its ability indefinitely, or until it no longer feels threatened.

ACTIONS

Bite.  Melee Weapon Attack: +4 to hit, reach 5ft., Hit: 3 piercing damage.  The target must also make a DC 11 Constitution saving throw or take 4 (1d8) poison damage.

 

 

Void Sifter

https://vignette.wikia.nocookie.net/starwars/images/9/9e/StarWeird.JPG/revision/latest?cb=20080926154623
“EEEEEEEEE!”

Seemingly mummified and more gaunt than most sentient life, the void sifter is a powerful psionic horror.  From mysterious lairs, the sifter floats in empty void space in search for intelligent minds to harvest.  An emerging rival to the Illithid, this creature is a menace in similar ways.  Unlike most lifeforms, they have no direct means of reproduction.  While they harvest minds for sustenance, they intentionally harvest excess for their take on creating spawn.  When enough Void Sifters congregate with a mass amount of “mind energy”, they can use their innate abilities to shape new creatures out of it, particularly their own.

Their lanky, alien anatomy is cloaked by the gauze-like wrappings throughout their skin.  Two piercing green eyes glow beneath the cloth as four bony arms emerge from its shoulders.  Its 6 stretchy limbs seem to dangle and float while the creature is idle, sometimes converge into multiple combinations.  Upon activity, the grim figure flies toward a target and latches upon them, draining their mind at a rapid pace.  Converged arms can sometimes form claws. Should a victim see them without their gauze, they are a particularly vicious horror to behold.  It’s leathery skin sits limp over a skeletal and alien frame and its face is twisted into something wholly uncanny.

Plane of Origin: The Astral Plane/Wildspace – Often, these things appear as docile and boring creatures, barely moving much in the cosmic depths.  To some, they resemble wrapped corpses that were lost in the deepest reaches of space.  To the surprise of many, these creatures are quite agile in their native terrain, quickly zooming through astral or wildspace alike.  However, they are particularly uncomfortable in tighter spaces, making it easier to escape while they’re trapped in the hull of a spelljammer or building.

Spacial Native.  The Void Sifter does not need to breath, drink, eat or sleep.  However, it must maintain its diet of mental extraction at least once a year or begin to starve.

Medium aberration, neutral evil

Armor Class 14

Hit Points 83 (15d8 + 15)

Speed 0ft., fly 80ft. (is not inhibited by space)

STR 15 (+2) DEX 19 (+4) CON 13 (+1) INT 11 (+0) WIS 18 (+4) CHA 15 (+2)

Skills Acrobatics +10, Athletics +5

Damage Resistances force, psychic

Damage Immunities cold

Condition Immunities charmed, frightened, paralyzed, petrified, prone

Senses Truesight 120ft., passive Perception 14

Languages understands all, Telepathy 100ft.

Challenge 7 (2,900 XP)

Determined Strike.  The Void Sifter’s sheer force of influence is damaging.  Charisma modifier is factored into all damage done by this creature.

Magical Hatred.  The Void Sifter gains advantage on attack rolls against any creature that has casted a spell since the start of their last turn.

Matter Phasing.  The Void Sifter can use its movement to move through solid matter and objects.  If it stops its turn inside of this matter, it takes 10 (3d6) bludgeoning damage, which it cannot resist in any way.

Shifty Movements.  The Void Sifter can take the Disengage or Dodge actions by using a bonus action.

ACTIONS

Mental Lash.  Ranged Spell Attack: +7 to hit, range 80ft., one target.  Hit: 24 (4d8 + 6) psychic damage.  Creatures that have been hit must make a DC 15 Intelligence saving throw.  Failure causes the victim to be grappled for up to 1 minute.  Failure by 5 or more causes them to be incapacitated instead.  Victims may attempt a new save at the end of their turn and a successful save eliminates this effect.  Creatures that make the initial save or are immune to paralysis effects are unaffected.

Draining Hands.  Melee Weapon Attack: +7 to hit, reach 5ft., one grappled or incapacitated target.  Hit: 42 (8d8 + 6) necrotic damage.  The target’s maximum hit point total is reduced by the damage taken.

Infused Clutch.  Melee Weapon Attack: +7 to hit, reach 5ft., one target.  Hit:  8 (1d4 + 6) bludgeoning damage.  The target must make a DC 15 Strength saving throw or become grappled.  If a target is grabbed in this manner, it may use a bonus action to make its Draining Hands attack.

Telepathic Terror (Recharge 5 or 6).  All creatures within 60ft. of Void Sifter must make a DC 15 Wisdom saving throw.  Upon failure, they are frightened and must use their action to move as far away from the Void Sifter as possible while under that effect.  This effect lasts for up to 1 minute, however they may try new saves at the end of their turn.  Creatures immune to charm and fear conditions are unaffected.

 

 

Hadozee

Hadozee Spelljammer by RogerBonetMartinez
“I got this beauty from a Spelljammer labeled ‘USA’.  What a weird name!”

Their ape-ish appearance can be fooling to anyone who underestimates them, but they are quite intelligent wildspacefarers.  In addition their their acrobatic physique, the patagial flaps spanning their arms to their legs allow for easy gliding from various points.  Their physique, enjoyment of physical labor and ability to reach hard areas has earned them the nickname of “deck apes”.  However, many of their kind enjoy being brash and bold with their statements, seeing how much they can get away with.  If it wasn’t for a solid work ethic, many would have been removed from countless crews.  Plus, their limited clothing options makes them far less fashionable.

Plane of Origin: Grommspace/Gaya – A lush and warm world that’s comparable to warming climates in more human-based worlds.  The tall canopies and sprawling land below are ideal treading grounds for the hadozee.  As the name implies, they share space with another creature known as the Grommam, a creature that resembles a gorilla.  High mesas and jungle-filled canyons line this world.

Medium humanoid (hadozee), any-alignment

Armor Class 13 (natural armor)

Hit Points 17 (3d8 + 3)

Speed 30 ft., Climb 30 ft.

STR 14 (+2) DEX 15 (+2) CON 13 (+1) INT 10 (+0) WIS 13 (+1) CHA 9 (-1)

Skills Acrobatics +4, Perception +3

Senses passive Perception 13

Languages Common, Hadozee

Challenge 1/4 (50 XP)

Gliding Arms.  The Hadozee have flaps of skin that allow themselves to slowly glide down from a higher surface.  While descending, they may move at a speed of 40 ft. per round and do not take falling damage.  They may maintain gliding for up to 1 minute at a time, as long as they descend at least 20 ft.

Manipulative Feet.  Should the Hadozee not have free hands, it can manipulate items and even weapons with its feet.

ACTIONS

Spear.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target; Or Ranged Weapon Attack: +4 to hit, 20/60 ft., one target.  Hit 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage with two hands.

 

Hadozee Handy-Ape

More than just a simple worker, this Hadozee is more apt for spacefaring as well as combat.

Medium humanoid (hadozee), any-alignment

Armor Class 14 (fortified leather armor)

Hit Points 39 (7d8 + 7)

Speed 30 ft., Climb 30 ft.

STR 17 (+3) DEX 15 (+2) CON 13 (+1) INT 10 (+0) WIS 13 (+1) CHA 9 (-1)

Skills Acrobatics +4, Perception +3

Senses passive Perception 13

Languages Common, Hadozee

Challenge 1 (200 XP)

Gliding Arms.  The Hadozee have flaps of skin that allow themselves to slowly glide down from a higher surface.  While descending, they may move at a speed of 40 ft. per round and do not take falling damage.  They may maintain gliding for up to 1 minute at a time, as long as they descend at least 20 ft.

Manipulative Feet.  Should the Hadozee not have free hands, it can manipulate items and even weapons with its feet.

On the Job.  The Hadozee can use its bonus action to take a Dash or Disengage Action.  Furthermore, it may add a doubled proficiency while making checks with various spelljammer related tools (such as repair tools or carpentry).

ACTIONS

Longsword.  Melee Weapon Attack: +4 to hit, reach 5ft., one target.  Hit: 6 (1d8 +2) slashing damage.

Spear.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target; Or Ranged Weapon Attack: +4 to hit, 20/60 ft., one target.  Hit 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage with two hands.

Smokepowder Gun.  Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target.  Hit: 8 (1d12 + 2) piercing damage.

 

Dizantar

Image result for dizantar D&D

A large, bulky and always armored humanoid.  These creatures exude menace from their deep breaths and always irritable low voices.  Their motivations and actions are typically a mystery, save for their violent hatred of the Mercane.  Their alien looking armor is riddled with spikes.  Even more alien about them, their gauntlets only lack a middle finger on each hand.

Plane of Origin: Wildspace/??? – Little is known on these beings, besides their strange and racist motivations and equally strange figure.  However, they continue to march onward, on a cosmic genocide campaign.

Large humanoid, lawful evil

Armor Class 20 (Dizantar Armor)

Hit Points 136 (16d10 + 48)

Speed 40 ft.

STR 21 (+5) DEX 14 (+2) CON 17 (+3) INT 15 (+2) WIS 19 (+4) CHA 16 (+3)

Saving Throws Dexterity +6

Skills Intimidation +7, Investigation +10, Perception +8

Senses Darkvision 120 ft., passive Perception 18

Languages Common, Dizantar

Challenge 9 (5,000 XP)

Death Throes.  A killed dizantar turns to stone, along with all of its equipment and weapons.  Once this happens, it loses all magical properties.

Magical Equipment.  The Dizantar’s equipment and weapons count as magical, for purposes of resistance and immunity.  In addition, the halberd’s reach may be shrunk to 5 ft. or returned to 10 ft. as a bonus action.

Magical Resistance.  The Dizantar has advantage on saving throws against spells and magical effects.

Mercane Hatred.  The Dizantar always has advantage on checks to track or seek any Mercane.  Furthermore, attacks against them have advantage as well.

Innate Spellcasting.  The Dizantar is capable of using magical spells, with Wisdom as its casting stat (DC 16, +8 to hit).  It can cast the following, without use of material components:

  • At-will: See Invisibility, Misty Step, True Seeing
  • 3/day: Dimension Door

ACTIONS

Multiattack.  The Dizantar may attack three times per round with its Halberd.

Dread Halberd.  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 18 (2d12 + 5) slashing damage.

Mystical Tracer.  Ranged Spell Attack: DC 16 Charisma saving throw, range 60 ft., one target.  Should the target fail, it becomes marked and grants advantage on all checks to track as well as accrue information about through Intelligence checks.  This mark ends if the Dizantar is dead or if targeted by a Dispel Magic spell.

 

Image Source: SDavis75 – Wildspace Explorer; Scro – Scott Schomburg, Starweird – Star Wars Revised Roleplaying Game Team; Terryl Whitlatch – blue-skinned exhibitor; RogerBonetMartinez – Hadozee Spelljammer; Thomas Baxa – Dizantar

 

 

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Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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