Creatures of Law and Chaos

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Law, Chaos, diametrically opposed forces!  Is it not splendid?  To me, this is the true clash in the end.  People speak of the everlasting fight of Good vs. Evil, but just look at The Blood War!  It is multiple ideologies of badness competing for supremacy!  Simply fascinating!  But, of places less outwardly malicious, what of them?  Well, I would be happy to pop up this nice bestiary, which can be yours for simply a handful of jink-jink, chummer! – Gilbert Marazmus, Gnome scribe and former ghostwriter

The multiverse as plenty of mysterious forces, the forces of darkness and the light have already been discussed at length.  The means of order, disorder and everything in between.  These things can be quite concrete but also vague in other areas.  Here’s a sampling of monsters that exemplify the planes (and demiplanes) they call home.

Author’s Note: I know everything is taking a long time, I’ll do what I can to get back on track.  Recent times haven’t been easy.  That said, I hope many of you have found ways to still play from a distance.  Even if it’s through a digital space, doing things with people matter.  Stay connected and stay cool!


New Beagle Defender Corps

beholder.Tony DiTerlizzi
“This is an order to fall back!  The portal recon mission is a failure!  Return to Mechanus at once!  I repeat, return to Mechanus!”

In the years since escaping their fate in Blackmoor, survivors of the fated Beagle crew found themselves trapped in another universe once more.  While a minority shares the peach-like skin tones of the Blackmoorians, they were still ultimately welcomed within the society.  They built anew, in accordance with the lawful powers of their new home.  Among their best and brightest is the Defender Corps, a military order dedicated to the protection of their way of life.  Perhaps one day, they’ll find a way home.

Medium humanoid (galactic), lawful neutral

Armor Class 13 (light armor)

Hit Points 26 (4d8 + 8)

Speed 30 ft.

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

Skills Athletics +4, Persuasion +3, Stealth +4

Senses passive Perception 12

Languages common, galactic federation language, up to two others of choice

Challenge 2 (450 XP)

Advanced Tactics (3/day).  When rolling an ability check or attack roll, the defender may add an addition 1d6 to that roll.  This must be done before the roll is declared a success or failure.

Galactic Education.  When rolling Intelligence checks related to planetary civilizations, high technology or related topics; the defender may roll with doubled proficiency.


Multiattack.  The defender may make three attacks with stun rod.

Stun Rod.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 7 (1d10 + 2) force damage.  The target must make a DC 12 Constitution saving throw or become restrained until the end of their next turn.

Blaster (mode 1).  Ranged Weapon Attack: +4 to hit, range 60 ft./180 ft., one target.  Hit: 11 (2d8 + 2) force damage.  The target must make a DC 12 Constitution saving throw or become restrained until the end of their next turn.  Any creature that drops to 0 hit points automatically falls unconscious instead of risking dying.

Blaster (mode 2).  Ranged Weapon Attack: +4 to hit, range 60 ft./180 ft., one target.  Hit: 20 (4d8 + 2) force damage.


Variant. Scout

  • Perception+6; passive Perception 16
  • Cunning Action.  As a bonus action, the scout can take the Disengage, Dash or Hide actions.
  • Challenge. increase to 3 (700 XP)


Variant. Captain

  • Armor Class 16 (improved armor)
  • Hit Points 52 (8d8 + 16)
  • STR 16 (+3) CHA 18 (+4)
  • Proficiency +3
  • Expert Tactics (replaces Advanced Tactics).  As a bonus action, you may issue commands to an ally, granting them a d8 die for an attack roll or ability check.
  • Attack Order.  A captain can forgo their action to grant an ally within 30 ft. their attack action.
  • Challenge increase to 5 (1,800 XP)

Alternate Commoner. Organized Civilian Militia

Incentivized to uphold law and tradition of their people, countless civilians formed their own order to aid the military in time of conflict, while acting as an armed citizen’s watch.  Many fear that they won’t fully integrate back into mainstream galactic federal society after uniting though.

  • Their type is humanoid (galactic) and their alignment is lawful neutral.
  • Galactic Education.  When rolling Intelligence checks related to planetary civilizations, high technology or related topics; the commoner may roll with doubled proficiency.
  • Grant the commoner a Civilian Pistol.  Ranged Weapon Attack: +2 to hit, range 40ft./120 ft., one target.  Hit: 7 (2d6) force damage.
  • Increase challenge 1/8 (25 XP)



Einherjar (template)

The Blog That Time Forgot: 80 Years of Conan: "The Frost-Giant's ...

The Faithful, these great warriors (and at times other forces) are often found upon the first layer of Ysgard.  However, these devotees have spread across the Upper Planes.  Here, they congregate in the names of battle, devotion and honor.  These beings manifest in almost wispy, but fully realized forms.  Grand spirits of combat to many, they quest forever and fight for glory!

An Einherjar’s stats are modified in the following ways:

  • The creature’s type turns to celestial and their alignment to good.
  • An einherjar is capable of moving through solid objects.  However, ending their movement within that surface causes them to take 4 (1d8) force damage.
  • They gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
  • Each attack made by an Einherjar deals an extra 4 (1d8) force damage.
  • adjust challenge based on effective hit points and armor class, as well as total damage.



Red-Eyed Giant (The Cewri)


Imposing as all giants, their signature trait of their eyes makes them seem far more fearsome.  Known as the Cewri, these giants dwell within their own homes of the Kingdoms of the Wyld Fae.  Masters of sneaky combat and manipulation, they’re a deadly force to be encountered.  Luckily, many arts are a means of staying on their good side.

A shocking civility.  Despite being fearsome foes capable of leaping out almost anywhere, they have a more than calm and gentle side.  Those who can give them a good show or provide generally nice company are more than welcome.  More than anything, they love foreign art and culture.

Huge fey (giant), chaotic neutral

Armor Class 16 (natural armor)

Hit Points 207 (18d12 + 90)

Speed 40 ft.

STR 25 (+7) CON 19 (+4) DEX 21 (+5) INT 12 (+1) WIS 15 (+2) CHA 19 (+4)

Saving Throws Dex +8, Con +8, Wis +9, Cha +8

Skills Deception +8, Perception +10, Stealth +9

Senses darkvision 120 ft., passive Perception 20

Languages Common, Giant, Sylvan

Challenge 10 (5,900 XP)

Innate Spellcasting.  The giant’s innate spellcasting ability is Charisma (DC 16, +8 to hit).  It can innately cast the following spells, without the need for material components:

  • At-will.  dancing lights, detect magic, faerie fire, levitate
  • 2/day each.  confusion, invisibility (self only), misty step
  • 1/day. hallucinatory terrain, polymorph

Pocket Domain (Recharge 6).  As a bonus action, the Red-Eyed Giant can open an invisible door in or out of a comfortable demiplane, while within Coasts of the Cewri.  These places are various homes of the red-eyed giants and functionally act similar to the demiplane spell.  This door lasts for up to 1 minute, unless the giant closes it as a bonus action or action.

Sneak Attack.  While other giants prefer great weapons, the Red-Eyed Giant prefers quicker approaches.  While attacking a surprised target or a target under the normal conditions of sneak attack, they may add 28 (8d6) damage to that attack once per round.

Sylvan Persistance.  The giant is immune to magical sleep and has advantage on saving throws against charming effects.


Multiattack.  The giant may attack with giant shortsword twice per round.

Giant Shortsword.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target.  Hit: 17 (3d6 + 7) slashing damage.

“Small” Rock.  Ranged Weapon Attack: +9 to hit, range 100 ft./300 ft., one target.  Hit: 19 (4d6 + 5) bludgeoning damage.

Variant Death Slaad. Life Slaad


An anomaly, even by Slaad “standards”.  These chaos beings are infused with an essence of good.  However, their goodness is still a bit more alien than the average planar.  These creatures have glowing bright off-white bodies, giving off an almost radiant sheen.  However, they have a darker side too.  Their more “good” presence allows them some leeway into Ysgard, where they have abducted would-be slain heroes to continue their spawning cycle.  From there, only slaad they consider deserving undergo the ritual to perpetuate more of the Life Slaad.

Medium aberration (shapechanger), chaotic good (/chaotic neutral)*

Armor Class 18 (natural armor)

Hit Points 170 (20d8 + 80)

Speed 30 ft.

STR 20 (+5) DEX 15 (+2) CON 19 (+4) INT 15 (+2) WIS 10 (+0) CHA 16 (+3)

Skills Arcana +6, Perception +8, Religion +6

Damage Resistances acid, cold, fire, lightning, necrotic, thunder

Damage Immunities radiant

Senses blindsight 60 ft., darkvision 60 ft.

Languages Slaad, telepathy 60 ft.

Challenge 11 (7,200 XP)

Shapechanger.  The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form.  Its statistics, other than its size, are the same in each form.  Any equipment it is wearing or carrying isn’t transformed.  It reverts to its true form if it dies.

Innate Spellcasting.  The slaad’s innate spellcasting ability is Charisma (DC 15, +7 to hit).  The slaad can innately cast the following spells, requiring no material components:

  • At-will. bless, detect magic, healing word, invisibility (self only), sanctuary
  • 2/day each. cure wounds (cast at 2nd level), dispel magic, fly, lightning bolt
  • 1/day each. fire storm, hold monster, raise dead

Magic Resistance.  The slaad has advantage on saving throws against spells and other magical effects.

Magic Weapons.  The slaad’s weapon attacks are magical.

Regeneration.  The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.


Multiattack.  The slaad makes three attacks, one bite and two claws/maul.

Bite (Slaad form only).  Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.

Claws (Slaad form only).  Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) radiant damage.

Maul.  Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) radiant damage.


*chaotic neutral fits in with their 2e incarnation.  Likewise, I rule Death Slaads as chaotic neutral.



Dwarf, Clangeddin

Tony DiTerlizzi - Speedball Art

The Clangeddin Dwarves are an extraordinary type of dwarf, practically creatures of law in their own right.  Residents of the fabled Clangeddin Silverbeard’s Mountains, where their patron deity resides, they are very much the stuff of the divine as well.

Forge Masters, Just Mercenaries.  Should the cause be worthy and righteous, the dwarves of the mountain will find ways to get involved.  Often, they have lent their services to those in need of aid.  Plus, their crafts are truly the perfection of dwarven works.

Medium humanoid (dwarf), lawful good

Armor Class 18 (heavy armor)

Hit Points 34 (4d8 + 16)

Speed 25 ft.

STR 16 (+3) DEX 13 (+1) CON 19 (+4) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)

Saving Throws Wisdom +4, Charisma +3

Skills Religion +5

Damage Resistance poison, radiant, thunder

Senses truesight 60 ft., passive Perception ##

Languages common, dwarven, celestial

Challenge 4 (1,100 XP)

Clangeddin Weapons.  The dwarf’s weapons are considered magical, inflicting an additional 4 (1d8) thunder damage per successful attack.  These have been factored into attacks.

Celestial Dwarven Bloodline.  The Clangeddin dwarf gains advantage on all saving throws against charm, fear and poison effects.

Order of Arcadia.  As a bonus action, the Clangeddin Dwarf issues an order of clarity and direction to one creature within 60 ft.  Until the dwarf uses this ability again or 1 minute passes, the target’s next attack roll, ability check or saving throw adds an additional 4 (1d8) to that roll.  This ability has one use.  Upon use, the dwarf must grant the target the ability again.

Stonecunning.  Dwarves may make Intelligence (History) checks related to origins of stonework with doubled proficiency.


Multiattack.  The Clangeddin Dwarf may attack three times per round.

Divine Hammer.  Melee weapon attack: +5 to hit, reach 5 ft., one target.  Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) thunder damage.  The target must make a DC 14 Constitution saving throw or be blinded until the end of their next turn.



Spooky futuristic male cyborg

Eldritch horrors created by an experiment in law gone horribly wrong.  They were mimicries of humanoid life, they ended up as twisted mockeries.  Their behavior has long since devolved into corrupt obsession and destructive cruelty.  Some surmise that the most mad are trying to intentionally capture and harvest organics for their flesh, in further attempts to be like them.

Medium construct, chaotic evil

Armor Class 15 (natural plating)

Hit Points 38 (5d8 + 15)

Speed 40 ft., climb 40 ft.

STR 12 (+1) DEX 15 (+2) CON 17 (+3) INT 15 (+2) WIS 14 (+2) CHA 7 (-2)

Saving Throws Dex +4, Cha +0

Skills Intimidation +2

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

Damage Immunities poison, psychic, radiant

Condition Immunities charmed, exhausted, frightened, poisoned

Senses Truesight 60 ft., passive Perception 12

Languages all, telepathy 60 ft.

Challenge 3 (700 XP)

Construct’s Mad Knowledge.  Should a biomechanical be prompted into giving knowledge about machines or artifice, it may roll an Intelligence (Arcana) or (History) with doubled proficiency for that check.

Electrical Madness.  When hit by lightning damage, the biomechanical must make a DC 12 Wisdom saving throw.  Upon failure, it begins to berserk and attacks the nearest creature closest to it until either drop to 0 hp.

Uncanny Visage.  Any humanoid that comes within 20 ft. of the biomechanical must make a DC 14 Wisdom saving throw or become frightened for up to 1 hour.  Succeeding the saving throw or being cured of this effect leaves the target immune for up to 24 hours.

Warped Movement.  The Biomechanical flails in erratic and dangerous motions.  Moving through a threatened space causes attacks of opportunity to be made with disadvantage.  Furthermore, anyone attempting any attack must make a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage.


Flailing Arms.  Melee weapon attack: +4 to hit, reach 10 ft., one target.  Hit: 7 (1d10 + 2) bludgeoning damage, the target must make a DC 12 dexterity saving throw or take an extra 5 (1d10) bludgeoning damage and become restrained.  The target can escape, using the escape action with a DC 12.

Eldritch Gaze (recharge 5 of 6). The biomechanical stares at a nearby creature, as alluring as possible, warping the victim’s mind.  A targeted creature within 60 ft. of the biomechanical, that it can see, must make a DC 14 Wisdom saving throw.  Upon failure, they are charmed for up to 1 minute and take 10 (3d6) psychic damage.  If the creature fails by a roll 5 or lower from the DC, they are instead dominated.  While under this effect, all biomechanicals are considered allies.


VARIANT. Spiked Mechanical.

This version has intentionally modified itself for combat, impaling itself with various sharp objects and cut metallic chunks. 

Both its attacks and Warped Movement ability deal piercing or slashing damage instead.


VARIANT. Biomechanical Mad Priest

These clerics follow a perversion of religion itself.  Whatever dark force they’ve either created or follow, they have received boons from it.

  • Increase Wisdom to 18 (+4); increase DC of all abilities, except flailing arms and spellcasting (see below), to 16.
  • Magic Resistance.  The biomechanical has advantage on saving throws against magical effects and spells.
  • Spellcasting.  The biomechanical casts spell as a 9th level cleric, using Wisdom (DC 14; +6 to hit) as their casting stat.  They know the following spells, from a modified list:
    • At-will. Guidance, Spare the Dying, Toll the Dead, Vicious Mockery
    • 1st (4 slots). Arms of Hadar, Charm Person, Cure Wounds*, Hideous Laughter
    • 2nd (3 slots). Alter Self, Crown of Madness, Heat Metal
    • 3rd (3 slots). Bestow Curse, Conjure Barrage, Hunger of Hadar
    • 4th (3 slots). Charm Monster, Confusion, Sickening Radiance
    • 5th (1 slots). Synaptic Static
  • Challenge 4 (1,100 XP)

*Effects only Constructs, instead of normal targets.

IMAGE CREDITS: Tony Di’Terlizzi – Planar Cosmology; Peter Nicolai Arbo – The Ride to Asgard; WOTC – Monster Manual Slaad (3rd ed); Tony Diterlizzi – Dancing Giant, Dwarf; Gremlin/Getty Images – Robot
All rights belong to respective owners.  Planescape and D&D are property of Wizards of the Coast.  Original creations are by Doctor Necrotic Media.


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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