Life Beyond Space – Aliens

Guardians Concept Art

Beyond even the Great Wheel and known space, there are incredible creatures with equally incredible possibilities.  Distant worlds and distant planes, both hold incredible secrets to ancient realms and alien beings.  Some reach just beyond familiar material Crystal Spheres, while some are as incomprehensible and untouchable as the Far Realm.

Author’s Note: Let’s bring in some real science fantasy!  This time, I’m reaching for Star Frontiers/Star*Drive/Dark*Matter for inspiration!  For anyone familiar with either game, these monsters should be quite recognizable.  As it is, the Yazirian already got its own set of stats… well, under its Spelljammer name.  At some point, I might hope to bring the Star Frontiers aliens back as races.  Though, I’m far from the first to think about that…



Image result for dralasite

Their form is the loosest definition of humanoid creature.  These beings are largely amorphous to a degree, able to shape and reshape limbs as needed.  The dralasite lacks bones and has comparisons with the amoeba, even though it is a complex and multi-cellular organism that is largely intelligent.  Their skin is a tough membrane that’s both flexible and rough.  Micro-organs float around the strange internal structure within, as the breathing skin replaces need for lungs.  Curiously, the dralasite can shift between male, female or neutral during its life span.  Males release spores at time of “pollination” season”, which attaches and develops on a female’s body.  Eventually, the developed spawn will break off and go on its way.  It’s possible for a dralasite to deal with both sides of this cycle at multiple points in its life.

Often discounted and underestimated because of their shapes, they prove to be quite talkative.  Many enjoy casual debating and try to ponder philosophical outlooks on life, rather than pursuits of fame or fortune.  The humor of the dralasite tends towards light as well.  Old jokes and bad puns are particular favorites of dralasite cultures, much to the dismay of many.  But, their love of “corny” humor has lead to many failed comedians find salvation within dralasite-dominant worlds.  This is off-set by a general good-natured approach to things.  While many prefer not to be violent, they can still prove to be more than capable of defending themselves against foes.  This is quite evident by their ability to form pseudo-limbs to deal with various threatening situations.

Plane of Origin: Prime Material – Teledrom – A mist covered world rife with stormy weather, an icy ring wraps the planet too.  The world itself is mostly dedicated to mining operations, with small communities nearby.  Cities are rare upon the planet, as life there tends to dislike large scale settlements outside of necessity for trade.  General mindset does allow for expansion of industry and technology, but enjoys a relaxed and pastoral take on things.  Overdevelopment and overly communal approaches tend to be disliked within Teledrom space.  Their take on development has been slow and steady, even with the aid of Vrusk creations.

Medium humanoid (dralasite), usually chaotic good or chaotic neutral

Armor Class 16 (natural armor)

Hit Points 51 (6d8 + 24)

Speed 15 ft.

STR 17 (+3) DEX 10 (+0) CON 18 (+4) 11 (+0) WIS 12 (+1) CHA 10 (+0)

Saving Throws Dexterity +2, Constitution +6

Skills Insight +5, Perception +3

Senses blindsight 30 ft., passive Perception 13

Language Dralasite

Challenge 2 (450 XP)

Bodily Resistance.  As a reaction, the dralasite may gain resistance to one attack that deals non-magical bludgeoning, piercing or slashing damage.

Elasticity.  The dralasite may alter its shape and compress itself in dire circumstances.  As long as it has anywhere between 10 seconds to 1 minute, it may flatten itself to move between tight spaces.  It may move through spaces as a small or tiny creature, depending on how much time it dedicates to altering its shape.

Extra Limb.  As an action, the dralasite may gain an additional arm or leg.  The leg enhances speed (to a maximum of 30 ft. with three legs) while the arm allows the user to make one Extra Attack as a bonus action or the ability to Use an Object as a bonus action.  More arms allows greater ability to handle heavier objects as well.  It may create up to four extra limbs at a time.  In order to swap out a limb, it must use an action, allowing it to retract one and also replace with another if it wishes.

Lethargy.  The slowness of dralasites cause disadvantage on initiative rolls.


Slam.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 9 (1d10 + 4) bludgeoning damage.  The target must also make a DC 14 Strength saving throw or be knocked prone.

Power Tool.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 9 (2d4 + 4) piercing damage.

Big Blaster.  Ranged Weapon Attack: +2 to hit, range 30 ft., one target.  Hit: 9 (2d8) laser* damage.



Mighty celestial beings, clearly angels!  Or rather, that’s what they want you to think.  They are separate cosmic beings entirely.  Xenoforms, aliens, trans-dimensional entities from beyond the void?  Hard to exactly say.  All that can be said is their interactions with a version of Planet Terra, where they have sought to eradicate a rival race of aliens nicknamed “Luciferians”, due to their almost fiendish features.  Likewise, the divine appearance of the Elohim has generated their own nickname.  However, its pleasant features in its normal form only remain while the Elohim maintains a neutral temperament.  The moment their mood shifts to anger, they are ignited in a radiant blaze, often striking the source of their aggression.

The Elohim look like glistening and glowing humanoids, wrapped in a distinct radiant flame.  It’s easy to see why they would be mistaken by angels.  During times of passionate anger, such as a desire to hunt down a target, the wrapping flames will unfurl like wings and allow them to fly at great speed.  To the Clueless onlooker, they gaze in awe and fright as they have witnessed a holy spirit preparing to enact retribution.  Just like their ability to change to a more fiery form, they can conjure a mighty blade in a mere instant as well.  While the more aware find their facade to be uninspired, those under their figurative wing are enraptured by their methods.  While the Elohim are a race of conquerors, they always prefer more manipulative methods.  However, their brash nature makes them completely accepting of smiting a few “infidels” and “heretics” within their sight.

Plane of Origin: Parallel Universe – Elementia – According to some accounts, an alternate version of planet Terra hosted these creatures.  But, their origins from before that?  Lost, erased, destroyed!  All that is known is that they’re far from the reality of that Terran Crystal Sphere.  These seemingly majestic beings wished to erase their past and come across as the very angels revered and feared by mortal kind.  Some have found sources that a dimension called Elementia was host to these quasi-divine creatures.  Little is known about this world, save for the fact that raw sources of power charge the strange technologies that they wield; an almost magitech of sorts.

Medium monstrosity (elohim), lawful evil

Armor Class 13 (in standard form, 15 in flame form)

Hit Points 53 (7d8 + 21)

Speed 30 ft., fly 60 ft. (flame form only)

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

Saving Throws Dexterity +6, Intelligence +5, Wisdom +7

Skills Deception +6, History +5, Investigation +5, Religion +8

Damage Vulnerability cold (flame form only)

Damage Immunities fire, radiant (flame form only)

Senses passive Perception 11

Languages Common, Celestial, Deep Speech, Telepathy 120 ft.

Challenge 3 (700 XP)

Conjure Sword.  The Elohim can conjure a glowing blade as a bonus action, once per turn.  This sword counts as a magically enchanted longsword, but gains no extra modifier bonus.  This enchanted weapon vanishes should it ever be removed from the elohim.

Fear Aura (Flame Form Only).  Any enemy of the Elohim that begins its turn within 20 ft. of the Elohim must make a DC 14 Wisdom saving throw, unless the Elohim is incapacitated.  Upon failure, the creature is frightened until the start of its next turn.  Upon a successful save, the creature is immune to the fear effect for 24 hours.

Flame Form.  Fueled by zealous rage, the elohim becomes empowered by cosmic fire.  The Elohim can use a bonus action to polymorph itself.  While in this form, its armor class increases to (+2) and it is capable of flight.  Creatures that touch (such as from a melee attack) or get touched (such as from a grapple) by the Elohim take 3 (1d6) fire damage.  If the Elohim is wielding its magical sword, it deals an extra 5 (2d4) radiant damage with each successful attack.  In addition, the Elohim shines bright light out 40 ft. and dim light out an additional 40 ft.


Multiattack.  The Elohim makes two attacks with its longsword per turn.

Magic Longsword.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage while wielded with two-hands.  If the Elohim is in Flame Form, the attack also deals an additional 5 (2d4) radiant damage.

Light Gun.  Ranged Weapon Attack: +6 to hit, range 60 ft., one target.  Hit: 13 (3d6 + 3) radiant damage.  The target must also make a DC 14 Constitution saving throw or gain the poisoned condition until the end of their next turn.


Jim Holloway - Fraal

Are they inquisitive explorers or crazed colonists?  Perspective, is how they respond.  The Fraal or “the Greys” are a distant and esoteric people, from a distant star many realms away.  While other xenoforms are more willing to adapt to alien worlds, the Fraal refuse to lose any part of themselves in a new environment.  That’s not to say that they aren’t capable of diplomacy and great feats of learning, but don’t expect them to openly embrace any culture they find too “outside” from their own.  To them, another culture or ideology is another thing to catalogue or study.  Despite their often frail physique, they will isolate themselves in areas that are typically out of reach for native life.  Only the most gutsy of their kind is willing to interact with the locals directly, or at least do so from a minimally hidden distance.

Distant and rigidly middle-ground in mindset, the Fraal come across as truly cold and neutral on most matters.  This isn’t to say that they lack conviction or ideology, they just favor a sense of balance in the universe, while not getting overly emotionally attached to anything.  The culture of the Fraal itself is heavily communal, while also paying mind to the needs of the individual.  As the denizens of the Fraal homeworld are tethered by a psychic connection, there is a sense of ideological unity and balance of ideas.  When something begins to tip in one direction, a counter is immediately proposed to keep things even.  From there, the Fraal always devise methods to reel back all things to a neutral point.  It is said that the psychic mental bond of the fraal start as early as the womb, as their mind links manifest in early stages of development.  For a Fraal to be separated from its kind for too long, it might risk madness itself.

Plane of Origin: Prime Material – Fraalspace – The origin world of the Fraal is largely unknown to sane creatures.  Those who are captured and taken to their world have a habit of going mad or dying from all sorts of strange experiments.  This isn’t to say that these beings are malicious, just amoral in their desire to collect and catalogue knowledge.  Those who leave their home world are often embarking on missions or on data-collecting tasks.  Of course, many have intentionally fled their own home world.  Those who developed enough of a conscience came to realize that their pushes into science sometimes dip into dreadful subject matter.  In fact, alternative origins of the Bodak trace their roots to the Fraal.

Medium humanoid (fraal), usually neutral or lawful neutral

Armor Class 14 (psionics infused suit)

Hit Points 32 (7d8)

Speed 30 ft.

STR 9 (-1) DEX 13 (+1) CON 10 (+0) INT 19 (+4) WIS 17 (+3) CHA 16 (+3)

Saving Throws Dexterity +3

Skills Acrobatics +3, Deception +5, History +8, Insight +7, Stealth +5

Damage Resistances psychic

Senses passive Perception 13

Languages Fraal, Deep Speech, Telepathy 60 ft.

Challenge 1 (200 XP)

Cosmic Legacy.  The Fraal have advantage against charm and fear effects.  Likewise, they cannot be put to sleep by magical means.

Deft Escapist.  The Fraal does not grant attacks of opportunity to creatures it has hit with an attack.

Innate Spellcasting (Psionics).  The Fraal have minor spellcasting abilities, with Intelligence (DC 14, +6 to hit) as its primary stat.  It knows the following, without need for material components:

  • At-will: message
  • 1/day each: comprehend languages, suggestion

Knowledge of the Stars.  The Fraal are always doubly proficient in checks related to cosmic lore or technology.  The extent of this knowledge is up to the DM.


Multiattack.  The Fraal may attack twice per round with either Alien Probe or Blaster Pistol.

Alien Probe.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 5 (1d4 + 3) bludgeoning damage plus 5 (2d4) lightning damage.  The target must also make a DC 13 Constitution saving throw or have their speed halved until the start of their next turn.

Blaster.  Ranged Weapon Attack: +3 to hit, range 40 ft./120 ft., one target.  Hit: 10 (2d6 + 3) laser damage.*

The Fraal wears a special suit that channels its psychic energies into protecting itself.  While wearing the suit, it adds its charisma modifier while wearing no other armor.


Variant: Fraal Mentalist

These Fraal are far more talented in the psionic arts, making them quickly deadly mental combatants.  The Mentalist has the same stats as the regular Fraal with the following changes/additions:

  • Intelligence 20 (+5)
  • Damage Resistance ; bludgeoning, piercing and slashing damage from non-magical weapons
  • Innate Spellcasting (Psionics).  The DC is increased to 15; +7 to hit.  The list is modified as follows:
    • 1/day each: bane, charm person, comprehend languages, sanctuary
    • 3/day: invisibility (self only), misty step, suggestion
  • Challenge 2 (450 XP)


  • Force Grab.  Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. / range 30 ft., one target.  Hit: 23 (4d8 + 5) bludgeoning damage and the target is grappled.  The target must also make a DC 15 Strength saving throw or become restrained as well.  Damage from this attack counts as magical.
  • Mind Shove.  Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. / range 30 ft., one target.  Hit: 21 (3d10 +5) force damage.  The target must make a DC 15 Strength saving throw or be pushed up to 10 ft. back.
  • Mental Shock Wave (Recharge 5 or 6).  As an action, the Fraal emits a powerful psychic blast, disabling foes.  All creatures within 20 ft. of the Fraal must make a DC 15 Wisdom saving throw.  Upon failure, the creatures take 27 (6d8) psychic damage, becoming incapacitated and have a move speed of 0 ft. until the end of their next turn.  If they fail by 5 or more, they are instead stunned for up to 1 minute; able to save at the end of each of their turns.  Upon success, they take 1/2 initial damage and do not suffer further effects.  Other Fraal are immune to this attack.





Despite looking rather fiendish, these creatures are of another extradimensional sort.  Wherever they go in any realities tied to their planes, their looks often come to haunt them.  In more advanced civilizations, they find hiding to be a far easier task.  However, worlds of high magic and myth are a far different story.  None the less, they are certainly the most comfortable in worlds not much more advanced than them, perhaps with strange morality compared to them.  That is to say, they are doomed to never find much comfort and are forced to often stay mobile after offending the wrong person.

To make matters worse, their home culture is a strange inversion of common logic.  Bad is good and good is bad.  Horrible terms for sins are instead used to describe pleasant things, while the opposite can be said for the normally nice.  Those who aren’t accustomed to the strange ways of the Luciferian will certainly condemn them as demons for this alone.  In addition, many Luciferians are not familiar with the complexities of governments and regulations, as their home world operates in a loose and heavily libertarian society.  While many struggle to adapt to new worlds, they have discovered powers through Enochian language.  This has only furthered their fiendish stigma though.

Plane of Origin: Prime Material – Infernalspace – These distant xenoforms originally hail from a far off world known as “Inferno”, a predominantly arid and barren place.  At the seat of the “Inferno System”, it was ironically one of the least friendly worlds within the crystal sphere.  In fact, it it said that their nemesis, The Elohim, came from this system as well.  Prior to the arrival of the Elohim, the Luciferians were far less technologically advanced.  Scholars from the Planet called Terra have likened their culture to their own “mid twentieth century”.  These descriptors are lost on many planar scholars, but to the most studious, this means a somewhat advanced civilization.  The species was never adapt at creating new innovations, usually borrowing ideas from other beings.  However, their arrival of their persecutors also propelled them into the stars beyond.

Medium monstrosity (luciferian), chaotic neutral

Armor Class 14 (natural armor)

Hit Points 59 (9d8 + 18)

Speed 30 ft.

STR 12 (+1) DEX 14 (+2) CON 15 (+2) INT 13 (+1) WIS 14 (+2) CHA 16 (+3)

Skills Deception +7, Intimidation +5, Perception +6, Stealth +4

Senses darkvision 60 ft., passive Perception 16

Languages Common, Aramaic

Challenge 1 (200 XP)

Alien Morality.  To a Luciferian, Bad is Good and Good is Bad.  When dealing with another Luciferian, all Charisma checks are rolled with advantage.  However, when dealing with a non-Lucifierian, they are rolled with disadvantage.  However, at the DM’s discretion, this feature can be ignored if the Luciferian has gotten used to life outside of their own culture.

Body Glow.  While not significant enough to create light, the Luciferian has disadvantage to use Dexterity (Stealth) checks in darkness.

Magical Attacks.  Attacks made by the Luciferian count as magical.


Multiattack.  Luciferians may attack with claws twice per round.

Claws.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 4 (1d4 + 2) slashing damage.

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

Immolation (Recharge 6).  The Luciferian conjures the flames from its body glow into a roaring burst of fire.  Any creature within 10 ft. must make a DC 12 Dexterity saving throw or take 21 (6d6) fire damage.  Success halves the damage.




Post image

Resembling something more akin to a leathery skinned gargoyles more than traditional humanoids, the sesheyan are far more distant than other beings.  They have isolated themselves within a stone age culture for centuries, long before making contact with remotely anything.  Their opinion of foreigners has almost always proved hostile as well.  This is made worse by visitors exploiting the world’s natural resources for their own gain.

Likewise, their knowledge or either arcane technology, psionics or technology is at the bare minimum. Beyond their seclusion and ignorance, their home world puts them at a disadvantage in some regards.  While they are expert hunters while cloaked in darkness, they are exposed and vulnerable in the light without significant help.  Whether the bright light actually causes harm or just frightens them is unknown to most, save for those who understand all of their nuances and mannerisms.  This isn’t to say that they’re not intelligent.  Many have employed a wide variety of traps and techniques into their combat prowess, as well as hunting.  While they do not care for arcane power, they are a culture that is heavily favoring of animist religion.  In fact, many take up the call of priesthood to serve their communities.

Plane of Origin: Prime Material – Vechlar – A jungle planet cloaked in seemingly eternal twilight.  The sesheyan proudly call this steamy and humid realm their home.  Here they skulk in the dark to hunt, while providing for their own in that very same blanket of darkness.  This world is the opposite of built up, consisting of mostly vast wild reaches and a few tribal grounds intermingled within the sprawling jungle forests.

Barterer.  The Sesheyans prefer to barter goods over using currency.

Small humanoid (sesheyan), any alignment

Armor Class 13

Hit Points 26 (6d6 + 6)

Speed 30 ft., fly 40 ft., climb 30 ft.

STR 15 (+2) DEX 16 (+3) CON 13 (+1) INT 9 (-1) WIS 13 (+1) CHA 7 (-2)

Skills Acrobatics +5, Athletics +4, Perception +5, Stealth +5, Survival +3

Senses darkvision 120 ft., passive Perception 15

Languages Sesheyan

Challenge 1/2 (100 XP)

Gliding Wings.  The Sesheyan can move 20 ft. in the air through gliding as long as it descends 10 ft. at least once per round.  In addition, it can never suffer damage from falling, as long as it isn’t incapacitated.

Light Weakness.  When exposed to bright light, the Sesheyan suffers disadvantage on attack rolls and Wisdom (Perception) checks.

Limited Flight.  The Sesheyan may fly uninhibited for up to 1 hours.  After that, it must glide down and remain on land for at least 1 hour.

Technophobia.  Sesheyans typically distrust technology, thus have disadvantage on any checks related to it.


Short Spear.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 5 (1d6 + 2) piercing damage.

Sesheyan Bow.  Ranged Weapon Attack: +5 to hit, range 30 ft. /100 ft., one target.  Hit: 6 (1d8 + 2) piercing damage.


Variant: Sesheyan Obeah

These priests believe in a spiritual religion that is common among the sesheyans.  To them, there is spiritual force in all things.  This force brings life to the world and in time, ancestoral spirits become one with this force as well.  Not only do these priests bring direction to their faith, but they also chronicle the lore of their people and provide leadership.  The Obeah uses the Sesheyan stats, with the following changes:

  • Armor Class 16 (barkskin)
  • Hit Points 41 (9d6 + 9)
  • INT 11 (+0) WIS 17 (+3) CHA 12 (+1)
  • Skills Medicine +5, Religion +4
  • Challenge 3 (700 XP)
  • Spellcasting.  The obeah casts spells like a level 5 druid, using its Wisdom as its spellcasting modifier (DC 13; +5 to hit).  It knows the following spells:
    • At-will: Druidcraft, Mending, Shillelagh
    • 1st Lv. (4 slots): Cure Wounds, Detect Poison and Disease, Faerie Fire, Longstrider, Thunderwave
    • 2nd Lv. (3 slots): Barkskin, Heat Metal
    • 3rd Lv. (2 slots): Protection from Energy
  • Hexing Decree (1/day).  As a bonus action, the obeah may oust a blasphemer through the convictions of angered ancestral spirits.  They must make a DC 13 Wisdom saving throw or suffer the effects of bane.  This does not count as a concentrated spell and it lasts up to 1 minute.  If targeted by a Dispel Magic spell, the effect ends immediately.


  • Priest Club.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) bludgeoning damage.  This attack counts as magical.
  • Guided Blessing.  The Obeah may speak a prayer of blessing to one allied creature within 30 ft.  Their next skill check or attack roll is rolled with advantage




The insectoid Vrusk are among the oldest space-faring races known to know universe and beyond.  They are known for their eight wiry limbs and long carapace.  While these features make it more awkward to maneuver around some areas, they make do.   Among the more advanced too, they have also dominated in the field of trade to further supplement developments.  Despite being powerful as merchants, they are less physically enabled than several other races of the known space.

Vrusk trade have flourished for eons, and for good reason.  The Vrusk methodologies are among the most advanced in countless galaxies.  In fact, two main methods have developed into their own types of corporate entities, Conglomerates and Trade Houses.  The former deals with countless divisions in a major trade area.  These versatile multi companies ensure that niches and needs are met, especially within metropolitan hubs.  Trade Houses are specialized companies that deal with a specific product.  They excel beyond the jack of all trades conglomerate at their focus task.  However, trade houses still work together on projects; such as a mining operation for fuel supplying a ship building company for an expedition.  To the Vrusk, a company name is extremely important as it symbolizes power and order in the cosmos.  Many think carefully behind a title, as it very much becomes a part of them.

Plane of Origin: Prime Material – K’zah-Kit – Home of Galactech!  A mountain of honey-combed mountains and sweeping white deserts.  Societies on the world tend to be a fusion of olden tribal ideals with contemporary corporate concepts.  Familial support and teamwork are optimal within such a realm, favoring a collectivist approach as well.  The prosperity, tranquility and beauty of the world is a testament to the vrusk’s love of wealth, peace and the arts.  Rumor has it that they are a distant relative of the Thri-Kreen.  However, it is confirmed that the wildspace faring Rastipede shares most of their qualities.

Medium humanoid (Vrusk), usually lawful neutral

Armor Class 15 (natural armor)

Hit Points 26 (4d8 + 8)

Speed 40 ft.

STR 9 (-1) DEX 14 (+2) CON 15 (+2) INT 17 (+3) WIS 14 (+2) CHA 16 (+3)

Skills History +5, Insight +5

Senses passive Perception 12

Challenge 1 (200 XP)

Ambidextrous.  The vrusk are capable of incredible maneuverability with their joints.  They can wield a non-heavy one-handed weapon as if it were light in each hand.

Educated Comprehension.  Knowledge is a virtue for the vrusk.  The DM may roll Intelligence skill checks, as well as Wisdom (Insight) and Charisma (Deception), with advantage.

Eight Legs.  The vrusk has advantage on all saving throws against forced movement and being knocked prone.

Swimming Weakness.  Vrusk have disadvantage on all Strength (Athletics) checks for swimming.


Multiattack.  The vrusk may use a mandibles attack and claw attack once per round each.

Mandibles.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 5 (1d6 + 2) piercing damage.

Claws.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 4 (1d4 + 2) slashing damage.

Blaster.  Ranged Weapon Attack: +5 to hit, range 40 ft./120 ft., one target.  Hit: 9 (2d6 + 2) laser* damage.



*Treat laser damage as both fire and lightning damage types for purposes of weakness and resistance.

IMAGE SOURCE: Oliver Pron – MCU Guardians of the Galaxy Concept Art; Shazamindustries – Dralasite; TSR Team – Elohim/Luciferian; Jim Holloway – Fraal; Mark Zug – Sesheyan; Larry Elmore – Vrush

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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