Far Outsiders – More Cosmic Terrors

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Githyanki.  Like the Yuuzhan Vong, but not garbage

“So, you’re a fancy crew cruising around on your nice spelljammer.  And then all of a sudden, some ghost thing makes your captain go mad and he’s killing all of ya!  Then what?  That’s why you prepare for the worse out in those spacial depths.  Who knows what nasty things will be lurking out there!  You certainly don’t!” – Glass-Eye Erg, Dwarven Trader from Rock of Bral.

This time around, a few homages to Spelljammer and Star Wars. Long and short, one of my friends showed me the revised d20 Star Wars. It’s better than I recall it being, still no D6 though.  Needless to say, those very familiar with Star Wars will get some of my references.  The same goes for Spelljammer, but I’ve been making a bit of spelljammer stuff for the past couple of months.

Author’s Note:  I figure some more nods to Star Wars are a great way to transition to more science fiction inspired content.  For the next couple of weeks, I shall continue to expand my endless bestiary.  And no, this post isn’t about the Githyanki… I just wanted a swipe at how the Vong kinda look like them.  While I plan for the future, here are two entries based on existing Star Wars monsters as well as my take on the Neogi (as I don’t care for the official take for 5e… but I usually don’t in general.)

 

 

Cosmic Wraith

In a universe where forces of light and dark are indeed tangeable powers; it’s no surprise that countless creatures manifest from those ideals.  One such creature is literally a manifestation of that energy.  The Cosmic Wraith is a wicked being that’s driven by corrupting its hosts, especially those of noble intent.  The creature itself looks like a shadowy phantom with an almost cloak-like form that seems to ripple and wrinkle like fabric.  They float in a strange insubstantial state, in a quasi hibernation until the perfect host draws near.  To those who don’t know their true origins, they’re dark spirits or just manifestations of evil magic itself.

Plane of Origin: The Grey Wastes of Hades/Deep Wildspace – Another living weapon of the Blood War, this creature was an experiment with raw forces of magic and universal energies.  Initial creations were far from intelligent, but subsequent creations quickly grew and evolved.  At a certain point, they became intelligent enough to flee from their dark and fiendish creators.  Many, fearing the wrath of the Outer Planes, found ways into space itself.  As beings of energy, they didn’t have to worry about the many conditions that space had to offer.  While the phlogiston proved damaging, the rest of it was more than habitable.  Those who stray too far into the far outside of wildspace have found themselves falling prey to these diabolical things.

Space Terror.  The Cosmic Wraith does not need to eat, breath, drink or sleep.

Medium aberration, neutral evil

Armor Class 15 (force field)

Hit Points 46 (7d8 + 14)

Speed 0 ft., fly 35 ft.

STR 3 (-4) DEX 17 (+3) CON 12 (+1) INT 14 (+2) WIS 15 (+2) CHA 16 (+3)

Saving Throws Strength +2, Constitution +4

Damage Resistance bludgeoning, piercing and slashing from non-magical weapons

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 60 ft., passive Perception 12

Languages Deep Speech

Challenge 6 (2,300 XP)

Force Field.  The cosmic wraith is protected by a cosmic energy.  It adds its wisdom modifier to its armor class.

Insubstantial.  The cosmic wraith may travel through solid objects.  However, should it end its turn inside one, it takes 5 (2d4) force damage.

ACTIONS

Wicked Stare.  The cosmic wraith gazes into a desired target within 30 ft. of it.  It must make a DC 14 Wisdom saving throw.  Upon failure, they take 14 (4d6) psychic damage and becomes frightened for up to 1 hour.  The target may attempt a new saving throw at the start of their turn.  Upon making a successful saving throw, they are immune to this effect for 24 hours.

Possession (Recharge 6).  While within sight of the cosmic wraith, one humanoid can be targeted by its possession ability when the cosmic wraith is within 5 ft. of it.  The target must make DC 14 Charisma saving throw or become possessed.  Should they fail, the cosmic wraith disappears, the target is incapacitated and loses control of its body.  The wraith is in control, but the victim is aware of what happens.  Spells that target aberrations directly can still affect it, otherwise it can’t be affected by other spells, attacks or other effects.  It retains its alignment and mental scores while inside the host.  Likewise, it retains immunity to being charmed and frightened.  It otherwise has the target’s stats.  However, it lacks their knowledge, proficiencies and class features.  This ability lasts until their host drops to 0 HP, the wraith ends as a bonus action or the wraith is expelled from an effect like Dispel Evil and Good.  When possession ends, the cosmic wraith reforms in a nearby space within 5 ft. that is not occupied.  The victim cannot be possessed again for 24 hours after succeeding the save or once it ends.

REACTIONS

Sap Confidence.  The cosmic wraith revels in depressing and tearing down its enemies.  When an enemy makes an attack roll, ability check (skill) or saving throw within 30 ft. of the cosmic wraith, it may subtract 3 (1d6) from the total roll.

V’rnskor

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Canid-like terrors that prey on the forces of magic itself.  Heavily resistant to arcane powers, they prove to be an extreme menace to any creature capable of the art.  Partially intelligent, they also seem to derive a certain pleasure from hunting and killing anything arcane.  Worse yet, their sharp senses are further enhanced by their ability to sense any sources of magic in an area.  They often hunt in packs and can subtly communicate, in greater effort to surprise and overwhelm their target.  Beyond vicious, shredding teeth, their tales have a barb capable of numbing and slowing prey down.  As such, they’re a particularly favored companion of mage-killers and magic-fearing bounty hunters.

Plane of Origin: The Wooded Murk of Net’ith – Tucked away in a mostly unremarkable crystal sphere, very little advanced development existed.  But, among the apex predators of one world are the V’rnskor.  They were remote to their own world until a group of explorers stumbled upon the planet, seizing the beasts for their own ends.  Fortunately for them, their crew consisted of mostly powerful non-magic users who were able to overpower the beasts through brute force.  However, the cunning packs of captured V’rnskor broke free from captivity and quickly ran amok on the citadel station floating around.  The vessel tried to jump into another Prime world in hopes of recruiting help, but it was already overtaken.  Somehow, upon crashing into the world, most of the V’rnskor survived to spread like a magic-eating plague.

Medium monstrosity, neutral

Armor Class 15 (natural armor)

Hit Points 59 (9d8 + 18)

STR 17 (+3) DEX 17 (+3) CON 14 (+2) INT 5 (-3) WIS 13 (+1) CHA 10 (+0)

Saving Throws Intelligence +1

Skills Perception +3, Survival +3, Stealth +7

Senses darkvision 120 ft., passive Perception 13

Languages –

Challenge 2 (450 XP)

Extreme Magic Resistance.  The V’rskor is heavily resistant to magical powers.  It has advantage on saving throws against spells and magical effects.  A successful save results in taking no damage too.  In addition, spell attacks against it are made at disadvantage.

Pack Tactics.  As long as the V’rskor is within 5 ft. of an ally that isn’t incapacitated, it gains advantage on its attacks.

Sniff Magic.  The V’rskor can use a Wisdom (Perception) check to detect the presence of magic within 60 ft. of it.  This works similarly to a Detect Magic spell otherwise.

ACTIONS

Multiattack.  The v’rskor makes up to two bite attacks per round.

Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) piercing damage.  The target must also make a DC 13 Strength saving throw or fall prone.

Stinging Tail.  Melee Weapon Attack: +# to hit, reach 5 ft., one target.  Hit: 5 (1d4 + 3) piercing damage.  The target must also make a DC 15 Constitution saving throw or the target becomes poisoned and their movement is halved for up to 1 minute.  If the target fails by 5 or more, they are instead paralyzed.  New saves are made at the end of the target’s turn.  Creatures capable of casting spells or having innate magic make this save with disadvantage.

 

 

Neogi

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Few creatures are held in worse regard than the Neogi.  At first glance, they’re merely an ugly creature that share traits of a massive spider and an eel.  But, they are so much more.  It is said that these vile beings typically infect and numb their elders, so that they become nothing more than walking bio-weapons.  Worse, they’re used as incubators for the next generation of spawn.

A race of spacefaring aberrations, they have become infamous for slavery, contraband and relentless slaughter.  Meticulous and paranoid, they trust nothing outside of their own kind.  Their selfish ways even make them anxious around other neogi as well.  One of their key mottos for existence is “own or be owned”. While they are comfortable traversing all means of surfaces, they prefer travel through space via their “Deathspider” spelljammers, which carry a neogi-esque motif to them.  This massive vessel is capable of grappling upon lesser ships to allow their Umber Hulk slaves to board and take down the enemy ship; often stripping it for resources and new slave fodder.  Of course, the neogi will never turn down the opportunity to plunder rare commodities as well.   Many amass incredible fortunes and even more incredible wares.  Those who do find themselves contending with the neogi, while not becoming enslaved, detail impossible fortunes and ultra rare items for sale at a premium.  Of course, only the bravest and unhinged would dare to interact with the neogi on purpose.

Plane of Origin: Prime Material – Ka’jk’z – The Neogi homeworld, a wretched hive that once operated as a base of operations for the race.  According to their creation story, the supreme deity of the same name was killed as his remains slammed into the planet.  From his corpse, the neogi were born.  A supreme destiny was later declared, abandon this world and conquer all parts of the stars.  Their homeworld was harvested for resources as they took off to dominate anything that they could get their vicious limbs on.

Small aberration, lawful evil

Armor Class 15 (natural armor)

Hit Points 39 (7d6 + 16)

Speed 30 ft., climb 30 ft.

STR 9 (-1) DEX 17 (+3) CON 15 (+2) INT 14 (+2) WIS 13 (+1) CHA 15 (+2)

Saving Throws Strength +1

Skills Perception +5, Stealth +5

Damage Resistance poison

Senses darkvision 60 ft. (see in magical darkness), passive Perception 15

Languages Common, Undercommon, Deep Speech

Challenge 3 (700 XP)

Magic Resistance.  The neogi have advantage on saving throws against magical effects and spells.

Spider Climb.  The neogi is capable of scaling walls and ceilings, without the need for a check.

ACTIONS

Multiattack.  The Neogi may attack twice with its bite attack.

Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) piercing damage.  The target must make a DC 14 Constitution saving throw or take 7 (2d6) poison.

Enslave (1/Short Rest).  The neogi can target a creature within 30 ft. of it.  They must make a DC 14 Wisdom saving throw.  Upon failure, they are charmed under the neogi.  Upon failure, they may attempt another saving throw after 24 hours.  However, the first time they take damage while charmed per day, they may make another saving throw.  This effect also ends, should the charmed victim be separated from the neogi by over a mile.  While charmed, the neogi may telepathically communicate with it.

 

 

Neogi Hatchling

Hatched infants, just as evil and just as hideous.

Tiny aberration, lawful evil

Armor Class 12 (natural armor)

Hit Points 7 (2d4 + 2)

Speed 15 ft., climb 15 ft.

STR 6 (-2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 12 (+1)

Skills Perception +2, Stealth +3

Damage Resistance poison

Senses darkvision 60 ft. (see in magical darkness), passive Perception 12

Languages Common, Undercommon, Deep Speech

Challenge 1/4 (50 XP)

Magic Resistance.  The neogi have advantage on saving throws against magical effects and spells.

Spider Climb.  The neogi is capable of scaling walls and ceilings, without the need for a check.

ACTIONS

Bite.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 3 (1d4 + 1) piercing damage.  The target must make a DC ## Constitution saving throw or take 3 (1d6) poison.

 

 

Neogi Great Old Master

Tortured and withered, these poor creatures carry and hatch the young while acting as bloated warmachines.  Rumor has it that they’ve been mutated and dumbed down through a mix of secretive neogi poisons and drugs.

Large aberration, lawful evil

Armor Class 17 (natural armor)

Hit Points 113 (15d10 + 30)

Speed 20 ft., climb 20 ft.

STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 12 (+1) CHA 7 (-2)

Saving Throws Intelligence +0, Charisma +0

Skills Perception +4

Damage Resistance poison

Senses darkvision 60 ft., passive Perception 14

Languages Common, Undercommon, Deep Speech

Challenge 7 (2,900 XP)

Magic Resistance.  The neogi have advantage on saving throws against magical effects and spells.

Spawning Tank.  When the neogi is hit by an attack, it must make a DC 13 Constitution saving throw.  Upon failure, it takes 4 (1d8) more damage.  However, it spawns a Neogi Hatchling in an unoccupied spawn within 5 ft. of it.

ACTIONS

Multiattack.  The Neogi may attack twice per round with its bite attack.

Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 13 (2d10 + 2) piercing damage.  The target must make a DC 14 Constitution saving throw or take 14 (4d6) poison.

Neogi Variants:

The following are all variants of the standard neogi monster entry provided above.

 

Neogi Astronavigator

Some Neogi take up important roles within a spelljamming crew.  It’s not enough to just conquer a land, it’s important to get to a lush land in order to harvest it!  The Astronavigator has the same stats as the standard Neogi, with the following changes:

  • Armor Class 16 (reinforced spelljamming garb)
  • Hit Points 61 (11d6 + 22)
  • Far Traveler.  The neogi has advantage on all saving throws against environmental effects, such as temperature, atmosphere and outside effects like radiation.
  • Skilled Navigator.  The neogi is double proficient on all skill checks related to reading maps, charting courses, steering a vessel and evasion of obstacles along the way.  In addition, the neogi can use map tools as well as other instruments of navigation with proficiency.
  • Swashbuckler’s Cunning.  The neogi may take a bonus action to take the Dash, Disengage or Hide action.
  • Challenge 5 (1,800 XP)

 

Neogi Slave Master

While the Neogi aren’t overly obsessed with mentalist powers, some actively pursue them in an effort to ensnare any life that gets too close.  They are master psykers and telepaths.  The Slave Master has the following additions/changes to the standard stat block:

  • Armor Class 17 (Psi Shield)
  • Hit Points 50 (9d6 + 18)
  • Charisma 19 (+4)
  • Damage Resistances psychic
  • Languages.  Telepathy 120 ft.
  • Psi Shield.  Add Charisma modifier to Armor Class
  • Innate Spellcasting (Psionics).  The neogi is capable of using magical abilities, using Charisma (DC 16, +8 to hit) as its casting modifier.  It knows the following innately:
    • At-will: arms of hadar, charm person, magic missile, mage hand, minor illusion
    • 3/day: charm monster, dimension door, hold person, hunger of hadar
    • 1/day: dominate monster
  • Multiattack.  The neogi may make up to 4 attacks per round with Eldritch Blast.
  • Eldritch Blast.  Ranged Spell Attack: +7 to hit, range 100 ft., one target.  Hit: 9 (1d10 + 4) force damage.
  • Challenge: 6 (2,300 XP)

 

Neogi Psi-Blade

Not all Neogi are meant for true greatness, some are mentally crushed into service as warriors.  Anything they attempt to enslave is sent to their own superiors.  While held with some contempt, they pride themselves as still being part of the neogi race.  Through swordsmanship and psionics, they prove to be dangerous combatants.  Even so, they are a step above shock troops.  The psi-blade has the following changes:

  • Intelligence 16 (+3)
  • Multiattack.  The neogi may make two attacks with its psyker blade per round instead.
  • Psyker Blade.  Melee Weapon Attack:  +8 to hit, reach 5 ft., one target.  Hit: 11 (1d10 + 6) slashing damage plus 7 (3d4) psychic damage.
  • Mind Force.  All psionic based attacks by the neogi apply their Intelligence modifiers (+3) to the attacks and damage (factored in).
  • Challenge 4 (1,100 XP)

 

Neogi Technocrat

Many neogi not only harness life forms for their own benefit, but seek conquest of new technologies.  These technocrats have a hoard of artifacts that rival the hoard of a dragon.  Many have implanted devices in themselves to not only expend the powers of their minds, but their lives.  They’ve escaped the fate of the Great Old Master.  However, many take disgust in this neogi’s artificial modification of its life through cybernetics.

  • Armor Class 18 (Integrated Plating)
  • Damage Resistances bludgeoning, piercing and slashing from non-magical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Detachable Weapon.  As a bonus action, the neogi can stick a weapon to one of its limbs.  It cannot be removed, short of severing the limb.  Otherwise, only the neogi is capable of removing it.  All limbs have a locking weapon technology, keeping them from being knocked away.
  • Multiattack.  The neogi may attack with its weapons twice per round as well.
  • Smokepowder Gun.  Ranged Weapon Attack:  +5 to hit, range 60 ft., one target.  Hit: 12 (2d8 + 3) piercing damage.
  • Vibro-Blade.  Melee Weapon: +5 to hit, reach 5 ft., one target.  Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) force damage.
  • Challenge 4 (1,100 XP)

 

IMAGE CREDIT: TSR Inc. Team – Githyanki; 000Fesbra000 – Israfil; WOTC Team – Vornsk’r Jocarra – The Neogi;

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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