Large Luigi's Guide To Space Monsters
Large Luigi's Guide To Space Monsters
T
his bestiary is for storytellers and Some creatures live in asteroids and asteroid belts.
worldbuilders. In Space! Whether it is a quick Sometimes by pretending to be asteroids or by carving out
visit to the Rock of Bral or an adventure dwellings on or within asteroids. Examples include:
spanning many crystal spheres, this book A Contemplater pondering the questions of the universe.
contains dozens of cosmic denizens to use as A Gravislayer attempting to eat the crew.
inspiration. It is a compendium of alien
creatures that are malevolent, benign and Nomadic Rock Hoppers, hopping from asteroid to
everything in between. This book contains monsters pulled asteroid within the belt.
from many Spelljammer books, but most come from What Monsters to Use?
Monsterous Compendium Appendix: Spelljammer I & II. We
hope that you have fun telling stories with the monsters Most of the monsters in the Spelljammer can be placed just
within this tome! about anywhere, and for anything that doesn't fit, you can
reflavor it to suit your fancy. For example, the symbiont can
not survive in a cold location, but you can have a wizard
HOW TO USE THIS BOOK create a special ice symbiont to destroy his rival that lives in
This tome is more or less a monster manual that focuses such a place.
purely upon the creatures that dwell in the Spelljammer
campaign setting. You may also use the Monster Manual and Monster Types
it's monsters to augment your storytelling. Though many of Because Advanced Dungeons&Dragons stat blocks did not
these monsters are typically found within the Spelljammer contain the monster's type, we often had to guess as to what
setting, that does not mean you have to keep them exclusive it had to be classified as. If you do not agree with the monster
to Spelljammer campaigns. Should you wish to include them type that was chosen, you may change it to reflect the game
in your campaign, you can do so. that you are playing.
Where do Space Monsters Dwell? Can I homebrew?
Many space monsters can be found nearly anywhere, on the Sure! If there's anything you want to change about any of
flaming bodies of suns, planets like Toril and Kyrnn, or water these entries so that it will fit your campaign better you can
bodies like Karpri. There are a few new types of change a monster's HP, abilities, alignment, and more!
environments to keep in mind when using this book.
Wildspace
Wildspace is the empty space in crystal spheres between
celestial bodies like planets, moons, stars and asteroids. The
creatures that dwell here often spend their entire lives in the
airless void and they sometimes make contact with your
Spelljamming vessel. Here are a few examples of wildspace
monsters:
A pack of Bloodsacs descending upon the crew to drink
their blood.
A Stellar Dragon musing on philosophical subjects with
the Spelljamming vessel's captain.
A Dweomerborn seeking to consume the magical energies
of a Spelljammer.
Phlogiston
Also referred to as the Flow, it is the space between crystal
spheres that is filled with a rainbow-colored flammable liquid
of the same name. Bizarre creatures inhabit the Phlogiston
that often prey on Spelljammers traveling between spheres.
Examples of creatures that live here include:
The mysterious Pristatic.
Spacefaring undead creatures.
The massive memory consuming Lumineux.
Asteroids
INTRODUCTION
2
The aartuk are nomadic vegetables organized into small
tribes. One elder leads each tribe. Constantly seeking worthy
adversaries, they are religious fanatics that view war as the
ultimate form of art.
Masters of Natural DisguiseAartuk come in a variety of
strains. There are tribes of grey specimens that favor sandy
or very dusty environments. Some tribes look more like
rough stones, ranging from light brown to dark grey. Other
tribes let mosses, mushrooms, and other small plants grow
on their limbs; these types generally prefer to live in dense
foliage. In all cases, aartuk are capable of concealing
themselves in their natural environment.
Forever War Against Beholders Aartuk can be found
Credit: AD&D Trading anywhere in areas of wildspace or beyond, in the phlogiston.
Cards Tales and legends of their past indicate that their original
world was destroyed by the Tyrant Race. Aartuk vow an
ancestral hate toward beholders, and they go to great lengths
Aartuk Warrior to cause these creatures any kind of harm in their power.
Elder AartukThe elder is a very old, wise aartuk warrior. It
medium plant, usually lawful evil is clear when a warrior aartuk is becoming an elder because
Armor Class 13
it blossoms. This normally happens when a warrior Aartuk
Hit Points 11(2d8 + 2)
reaches 70-90 years of age. Depending on its breed, the
Speed 15ft.
aartuk's flowers may look like rocky outgrowths, very colorful
mushrooms, or sweet-smelling, exuberant orchids. The
flowers bloom for one year before they shrivel away. The
STR DEX CON INT WIS CHA aartuk must then make a Constitution save(DC 13) or die. If
13 (+1) 18 (+4) 17 (+3) 9 (-1) 12 (+1) 9 (-1)
it survives, the aartuk sheds its skin and regains a newer,
stronger vitality. It is then hailed as a new elder, and it soon
Skills Perception +5, Athletics +3, Religion +1
leaves with a small group of younger followers to start
Senses Darkvision 120 feet, Passive Perception 15
another tribe.
Languages Aartuk, Deep Speech
ReproductionAn aartuk reproduces by infecting an
Challenge 1/4 (50 XP) unconscious victim with a virus that progressively turns the
victim’s flesh to jelly in a few days. The victim loses 1d6
Forest Camoflage. The aartuk has advantage on
points of Constitution per day until death occurs or until a
Dexterity(Stealth) checks made to hide in foliage. Lesser/Greater Restoration spell destroys the virus. A fully
grown aartuk warrior – with the memories of the warrior
Ranged Expert. Being within 5 feet of a hostile who infected the victim – emerges from the jelly in one
creature does not impose disadvantage on the month.
aartuk's ranged attack rolls. Aartuk infect victims by leaving their tongues on a open
wound for three rounds. Aartuk view the gift of birth as a sign
Actions of respect and honor toward a victim. The infection of a
Crush. Melee Weapon Attack: Melee Weapon victim is a religious ritual that must be overseen by the elder
Attack: +3, reach 5 feet, one creature the aartuk is of the tribe. There is no gender among the aartuk.
grappling.
Hit: 5 (1d8 + 1) bludgeoning damage. Aartuk HarvestingThe slime on their tongue makes an
effective glue when boiled to the appropriate
Pellet. Ranged Weapon Attack: +5 to hit, range concentration(requires alchemist's supplies and a DC 10
30/120 feet, one target.
Hit: 5 (1d4 + 3) Intelligence check). The tongues may be hung and left to dry
bludgeoning damage. for several weeks, which produces an average quality rope.
Tongue. Melee Weapon Attack: +5 to hit, reach 30 When properly fermented, the sap of elders makes a beverage
feet, one creature.
Hit: 7 (1d8 + 3) bludgeoning greatly desired by beholders. An elder provides enough sap to
damage and the target is grappled. If the target is brew a small keg of aartukia. A shrewd merchant could get
Medium or smaller, it is grappled (escape DC 13), several thousand gold pieces for the sale of a single keg
pulled up to 30 feet toward the aartuk and (Requires brewer's supplies and a DC 20 Intelligence Check).
restrained until the grapple ends. The aartuk can
grapple one target at a time with its tongue
"I do not have a secret
stash of Aartukia, so stop
Aartuk asking!"-Large Luigi
AARTUK
3
Aartuk Elder 1st level (4 slots): charm person, command, detect
magic
large plant, usually lawful evil
2nd level (3 slots): darkness, spiritual weapon
Armor Class 14
Hit Points 37 (5d8 + 15) 3rd level (2 slots): bestow curse, protection from
Speed 15ft. energy
Ranged Expert. Being within 5 feet of a hostile creature
does not impose disadvantage on the aartuk's ranged
STR DEX CON INT WIS CHA attack rolls.
17 (+3) 18 (+4) 17 (+3) 13 (+1) 14 (+3) 11 (0)
Actions
Skills Perception +6, Athletics +5, Religion +3 Multiattack. The aartuk makes two attacks: one with its
Senses darkvision 120 ft., passive Perception 16 crush attack and one with its fire seed. Or the aartuk
Languages Aartuk, Common, Deep Speech can make one attack with its tongue. If the tongue
Challenge 2 (450 XP) attack hits, the aartuk can make one crush attack
against the same target.
Forest Camouflage. The aartuk has advantage on
Dexterity (Stealth) checks made to hide in foliage. Fire Seed. Ranged Weapon Attack: +6 to hit, range
60/240 feet, one target.
Hit: 7 (1d6 + 4) bludgeoning
Spellcasting. The aartuk is a 5th-level spellcaster. Its damage plus 17 (5d6) fire damage.
spellcasting ability is Wisdom (spell save DC 12, +4 to Tongue. Melee Weapon Attack: +6 to hit, reach 45 feet,
hit with spell attacks). The aartuk has the following
one creature.
Hit: 12 (2d8 + 3) bludgeoning damage
cleric spells prepared: and the target is grappled. If the target is Medium or
Cantrips (at will): guidance, resistance, sacred flame, smaller, it is grappled (escape DC 15), pulled up to 45
thaumaturgy feet toward the aartuk and restrained until the grapple
ends. The aartuk can grapple one target at a time with
its tongue.
AARTUK/ALBARI
4
Allura
Medium monstrosity (shapechanger), usually
Albari chaotic neutral
small monstrosity, usually chaotic neutral
Armor Class 14
Armor Class 13 Hit Points 63 (6d8+36)
Hit Points 3(1d6) Speed 30ft.
Speed 10ft, fly 60ft
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 22 (+6) 14 (+2) 12 (+1) 16 (+3)
6 (-2) 17 (+3) 11 (0) 14 (+2) 12 (+1) 18 (+4)
Skills Deception +5, Persuasion +5,Perception +3
Skills Stealth +5, Investigation +4, Perception +3 Senses Darkvision 60ft, passive Perception 13
Senses passive Perception 13 Languages Common, Draconic
Languages Albari, Any language(s) the DM wants Challenge 2 (450 XP)
Challenge 1 (200 XP)
Innate Spellcasting The allura's innate spellcasting
Innate Spellcasting
The albari's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with
ability is Intelligence (spell save DC 13, +5 to hit spell attacks). The allura can innately cast the
with spell attacks). The albari can innately cast the following spells, requiring no material components:
following spells, requiring no material components: At will: detect life, minor illusion
3/day: charm
2/day: blur, disguise self, magic mouth
1/day: person, sleep, friends, suggestion, clairvoyance
phantasmal killer, hallucinatory terrain, mislead 1/day: demand, mass suggestion
Keen Senses The albari has advantage on Wisdom Shapechanger The allura can use its action to
(Perception) checks that rely on sight, hearing, or polymorph into a Small or Medium humanoid, or
smell. back into its true form. Other than its size and
speed, its statistics are the same in each form. Any
Superior Invisibility The albari can turn invisible as an equipment it is wearing or carrying isn't
action or bonus action. transformed. It reverts to its true form if it dies.
Actions Actions
Multiattack The albari makes two attacks: one with Bite (Reptile Form only) Melee Weapon Attack: +4
its beak and one with its claws. to hit, reach 5 feet, one target. Hit: 6 (1d8 + 2)
Beak Melee Weapon Attack: +5 to hit, reach 5 feet, piercing damage
one target.
Hit: 5 (1d4 + 3) piercing damage. Whip Melee Weapon Attack: +6 to hit, reach 10
Claws Melee Weapon Attack: +5 to hit, reach 5 feet, feet, one target.
Hit: 6 (1d4 + 4) slashing damage.
one target.
Hit: 6 (1d6 + 3) piercing damage. Emotional Drain The allura chooses a target it can
see within 60 feet. The target must make a Wisdom
saving throw (DC 13). If the target fails, their
Allura Constitution, Strength, and Intelligence scores
reduce by 1d4. While under this effect, the target
The allura are a race of reptilian monsters who lure becomes stoic and listless. The target's scores can
spacefaring men to their doom using innate magical abilities. not be reduced by more than half. This effect only
They use their limited shapechanging power to disguise ends after a day or lesser/greater restoration is cast
themselves as beautiful women of their victims' race. Spells on the target.
or devices that pierce illusions cannot detect an allura's true
form. The allura most often resemble beautiful human
women, always wearing ornate clothing and flashing
exquisite jewelry.
Emotional Vampires Allura feed on the emotions created
by tension, excitement, and fear. To gather these emotions,
the allura can cast spells of the enchantment and divination
schools to spy and manipulate the emotions of others. Once
they board a ship, the allura quickly and invisibly attempt to
take over key personnel with their spells.
ALLURA/ALBARI
5
Anadjiin
Anadjiin Large monstrosity, usually lawful neutral
The anadjiin is a vicious predator that originated on the Armor Class 15(Natural Armor)
planet Anadia, the first planet in the Realmspace solar Hit Points 75(10d10+20)
system. These creatures appear to be slightly humanoid in Speed 30ft.
shape, but they have very tough reptilian hide which deflects
most weapons. The top of the anadjiin head has a spiny crest
which looks similar to that of a stegosaurus dinosaur. This STR DEX CON INT WIS CHA
crest has an abundance of small capillary blood vessels at the 14 (+2) 16 (+3) 15 (+2) 17 (+3) 12 (+1) 7 (-2)
surface which allow the creature to cool off in the hottest of
environments. This crest also disables the creature's ability to Saving ThrowsInt +5
survive in colder climes. The anadjiin has two insect-like eyes SkillsIntimidation +2,Survival +3, Perception +5,
sitting on the side of the head. This positioning allows the Stealth +5
creature to see in a 360-degree arc at all times. The brain of Senses passive Perception 15
the anadjiin is so complex that it is able to assimilate all the Languages Anadjiin, Halfling, Umber Hulk, Common
information received as well as react to it. Challenge 3 (700 XP)
Cooperative Hunters The anadjiin is a very caring parent
and mate, ready at any time to fight to the death to protect its All-Around Vision The huge insect like eyes of the
young. However, in times when food is rare, anadjiin are anadjiin are positioned to give it a view in all
known to kill and eat their young to keep them from feeling directions at once. This provides it with advantage
the pain of starvation. Separate family units often work on Perception and Investigation checks. An anadjiin
together to find food. They never fight among themselves can't be flanked.
whenever prey is found. Each realizes the amount of effort
put forth, and demands a share equal to that. This Cold Danger The anadjiin is highly adapted to living
relationship, which is quite unique to predators, is one reason in hot environments. It body dissipates heat quickly
which can pose a problem in cold environments. It
that the anadjiin is well respected. has disadvantage on Constitution saving throws for
Bond with NatureWhen hunting, the anadjiin is careful to environmental cold dangers.
preserve the balance of nature. It never hunts or kills any
prey that is rare or endangered. The anadjiin feels a strong Actions
bond with nature itself, and feels compelled to hunt only that
prey which is most abundant. This explains why the anadjiin Multiattack The anadjiin makes three attacks. One
hunt humans when they are transported to other planets, but with its bite and two with its claws.
do not hunt humans on Anadia. They do, however, prey on the Bite Melee Weapon Attack: +4 to hit, reach 5 feet,
halflings and umber hulks of Anadia whenever possible, one target.
Hit: 11 (2d6 + 2) piercing damage.
because there are so many of both.
Claws Melee Weapon Attack: +4 to hit, reach 5 feet,
one target.
Hit: 8 (1d8+4) slashing damage. The
damage an anadjiin deals with its claws causes a
persistent wound. An injured creature loses an
additional hit point each round. The wound does
not heal naturally and persists even after combat.
The continuing hit point loss can be stopped by a
DC 16 Medicine check, a Cure Wounds spell, or a
Heal spell.
ANADJIIN
6
Ancient Mariner Ancient Mariner
An ancient mariner is the undead spirit of a member of a Medium undead, often chaotic evil
long-lost evil race that once sailed the phlogiston seas. They
can only be found in the phlogiston and refuse to enter Armor Class 12
crystal spheres for any reason.It is thought by scholars that Hit Points 27(6d8)
the flow is required to power their ghostly spelljamming Speed 20ft.
vessels.An ancient mariner is partially transparent. It is seen
wearing the bright, garish clothing normally associated with STR DEX CON INT WIS CHA
pirates and buccaneers. It appears as it did on the day it died,
causing each to be unique. This may mean an eye patch, 13 (+1) 12 (+1) 10 (+0) 12 (+1) 11 (0) 8 (-1)
scars, or even a wooden peg leg. While the mariner might
carry a weapon of virtually any type, this is also ghostly and Saving ThrowsDex +3, Con +2
cannot cause damage. SkillsInvestigation +3, Perception +2, Survival +2
Ghostly Crews Each acient mariner crew consists of 1d4 Damage ResistancesNecrotic
Damage ImmunitiesCold, Poison, Bludgeoning,
ancient mariners. If more than one is on a ship, one of them Piercing, Slashing from nonmagical weapons.
will be an ancient mariner captain(See Ancient Mariner Condition Immunities Exhausted, poisoned,
Captain). The ancient mariners command a crew of 1d12 charmed, paralyzed, stunned
shadows. The greatest power of the ancient mariner captain Senses Darkvision 60ft, passive Perception 12
is to make any object become as incoporeal as the mariner Languages Languages it knew in life
itself. This power requires the captain to touch the object and Challenge 1/2 (100 XP)
concentrate for a turn. Once the object is changed, any
ancient mariner or shadow can handle it. In this way the Incorporeal Movement The mariner can move
treasure hoards of ancient mariners are increased. If the through other creatures and objects as if they were
captain is slain, the ship becomes solid once again. When all difficult terrain. It takes 5 (1d10) force damage if it
ancient mariners are slain, the shadows vanish instantly. ends its turn inside an object. It can not use this
Ghostly ShipsA captain can create an incoporeal feature with incorpeal objects converted by the
spelljamming ship as well, which conversion takes a full day ancient mariner captain.
of concentration. They prefer human ships, such as galleons,
hammerships, and caravels. Part of the ancient mariner's Innate Spellcasting
The ancient mariner's innate
undead energy is given to the ship, which makes the vessel spellcasting ability is Intelligence (spell save DC 11,
+3 to hit). It can innately cast chill touch at will,
insubstantial, partially transparent, and fuels it. It moves as if requiring no components.
powered by a 3rd level spell slot. The ship becomes immune
to all physical or magical attacks. It has no physical Actions
substance, passing right through other objects. It holds no air.
The ghostly deck hands appear to walk normally upon it, Strength Drain Melee Weapon Attack: +3 to hit,
even swarming up the rigging occasionally. A captain can reach 5 feet, one creature.Hit: 8 (2d6 + 1) necrotic
maintain only one ship at a time in this fashion, although he damage. The target's strength score is reduced by
can release a ship from his sway and convert another. 1d4 The target dies if this reduces its Strength to 0.
Otherwise, the reduction lasts until the target
finishes a short or long rest. A humanoid reduced
to 0 hit points by this damage dies, and an undead
shadow rises from its corpse and acts immediately
after the mariner in the initiative count. The shadow
is under the mariner's control.
ANCIENT MARINER
7
Aperusa
The Aperusa are a roguish, charismatic group of human
spacefarers with a love of fun and freedom, and a mysterious,
forgotten past. Most are natural merchants, bards, and spies
for vigilante organizations. In the Aperusa language, the word
"Aperusa" means "Free People." Some scholars guess that
they were Vistani that long ago escaped Barovia on a
spelljammer. Their true homeworld, if one exists at all, is not
known. All Aperusa are secretive about their people's origins,
never revealing their true homeworld. When asked about
their homeworld, a common Aperusan response is "What's a
homeworld?"
Wildspace Nomads: Aperusa have a natural wanderlust
for wildspace, taking joy in exploring the stars and collecting
trinkets and wares from their travels. These items usually
come from spelljammer wrecks that they salvage. They do
not desire wealth for the sake of wealth, and instead seek to
share their prosperity with others. They are notorious
Credit:
packrats, for they never know what debris may be in demand. MC9 Monsterous Compendium: Spelljammer Appendix II
Their spelljammers are brightly colored and often
asymmetrical ships pulled together from the parts of other
spelljammers, that often have multi-colored banners hanging
from their masts, but they just barely work. Aperusa
Mental Shielding:All Aperusa possess the psionic gift of Medium humanoid, usually chaotic good
being immune to mind reading, an ability that causes them to
be despised by the dohwar(The fact that they are competing Armor Class 14
merchants does not help), who have no qualms siccing their Hit Points 13(2d8 + 4)
space swine on them. Speed 30ft.
Traditions of the Clan: Aperusa live in clans as a
libertarian gerontocracy in which the eldest members rule as STR DEX CON INT WIS CHA
Beloved Grandfather and/or Beloved Grandmother. Aperusa
are peaceful by default so the responsibility of fighting and 10 (0) 18 (+4) 12 (+1) 10 (0) 14 (+2) 16 (+3)
spying to Blades and Umbras respectively. For every 10
Aperusa in a clan, there are two Blades and one Umbra. Clan Skills Persuasion +7, Insight +4, Medicine +2
leaders never enter combat, but in the most dire Senses passive Perception 12
emergencies, they may summon a constellate, a boon given to Languages Common, Aperusan
them by the stars. Challenge 1 (200 XP)
Relations to Other Races: Aperusa get along well with the
Tinker Gnomes of Krynn. The former enjoys gnomish Superior Air Envelope The aperusa's air envelope can
retain enough air to survive in wildspace for 2d10
inventions; the latter enjoys the haphazard creativity of the days.
Aperusa's vessels. Both races sometimes celebrate wild
parties together. They fear the Arcane, though the Arcane Sneak Attack The aperusa deals an extra 3 (1d6)
have no qualms with them. They adore the Reigar, who damage when it hits a target with a weapon attack
mostly ignore them. Some uncouth Dohwar try to plant and has advantage on the attack roll, or when the
rumors of them being petty thieves to drive them out of target is within 5 feet of an ally of the aperusa that
business. This tactic usually fails because of the Aperusa's isn't incapacitated and the aperusa doesn't have
charming personality. disadvantage on the attack roll.
Innate Spellcasting It can innately cast Feign Death
once a day, requiring no components.
Hidden Mind The aparusa's thoughts cannot be
read. Furthermore, it cannot be detected by magical
means.
Multiattack The aperusa makes two dagger attacks.
Dagger Melee Weapon Attack: +6 to hit, reach 5
feet, one target.
Hit: 6 (1d4 + 4) piercing damage.
APERUSA
8
Aperusa Umbra
Medium humanoid, usually chaotic good
Aperusa blade
Medium humanoid, usually chaotic good Armor Class 14
Hit Points 37(5d8 + 10)
Armor Class 14 Speed 37ft.
Hit Points 37(5d8 + 10)
Speed 30ft.
STR DEX CON INT WIS CHA
10 (0) 18 (+4) 15 (+2) 10 (0) 14 (+2) 16 (+3)
STR DEX CON INT WIS CHA
10 (0) 18 (+4) 15 (+2) 10 (0) 14 (+2) 16 (+3) Skills Persuasion +7, Insight +4, Medicine +2,
Stealth +7
Skills Persuasion +9, Insight +4, Medicine +2 Senses passive Perception 12
Senses passive Perception 12 Languages Common, Aperusan
Languages Common, Aperusan Challenge 3 (700 XP)
Challenge 3 (700 XP)
Superior Air Envelope The aperusa's air envelope can
Superior Air Envelope The aperusa's air envelope can retain enough air to survive in wildspace for 2d10
retain enough air to survive in wildspace for 2d10 days.
days.
Sneak Attack The aperusa deals an extra 9 (3d6)
Second Wind (Recharges after a Short or Long Rest) damage when it hits a target with a weapon attack
As a bonus action, the aperusa can regain 8 hit and has advantage on the attack roll, or when the
points. target is within 5 feet of an ally of the aperusa that
isn't incapacitated and the aperusa doesn't have
Song of Rest The aperusa can perform a song while disadvantage on the attack roll.
taking a short rest. Any ally who hears the song
regains an extra 1d6 hit points if it spends any Hit Song of Rest The aperusa can perform a song while
Dice to regain hit points at the end of that rest. The taking a short rest. Any ally who hears the song
bard can confer this benefit on itself as well. regains an extra 1d6 hit points if it spends any Hit
Dice to regain hit points at the end of that rest. The
Hidden Mind The aparusa's thoughts cannot be bard can confer this benefit on itself as well.
read. Furthermore, it cannot be detected by magical
means. Hidden Mind The aparusa's thoughts cannot be
read. Furthermore, it cannot be detected by magical
Innate Spellcasting It can innately cast Feign Death means.
once a day, requiring no components.
Innate Spellcasting It can innately cast Feign Death
Spellcasting The aperusa is a 5th-level spellcaster. once a day, requiring no components.
Its spellcasting ability is Charisma (spell save DC
14, +6 to hit with spell attacks). It has the following Spellcasting The aperusa is a 5th-level spellcaster.
bard spells prepared: Its spellcasting ability is Charisma (spell save DC
14, +6 to hit with spell attacks). It has the following
Cantrips (at will): dancing lights, friends, message bard spells prepared:
1st level (4 slots): cure wounds, detect magic, Cantrips (at will): dancing lights, friends, message
faerie fire, identify
1st level (4 slots): cure wounds, detect magic,
2nd level (3 slots): calm emotions, glitterdust, faerie fire, identify
lesser restoration
2nd level (3 slots): calm emotions, glitterdust,
3rd level (2 slots): Nondetection lesser restoration
Actions 3rd level (2 slots): Nondetection
Multiattack The aperusa makes two rapier attacks. Actions
Rapier Melee Weapon Attack: +7 to hit, reach 5 Multiattack The aperusa makes two dagger attacks.
feet, one target.
Hit: 8 (1d8 + 4) piercing damage.
Dagger Melee Weapon Attack: +7 to hit, reach 5
Reactions feet, one target.
Hit: 6 (1d4 + 4) piercing damage.
Parry The aperusa adds 3 to its AC against one Sling Ranged Weapon Attack: +7 to hit, reach
melee attack that would hit it. 30/120 feet, one target.
Hit: 6 (1d4 + 4)
bludgeoning damage.
APERUSA
9
Aperusa Clan Leader Hidden Mind The aparusa's thoughts cannot be read.
Furthermore, it cannot be detected by magical means.
Medium humanoid, usually chaotic good
Innate Spellcasting It can innately cast Feign Death once
Armor Class 16 (+2 Ring of Protection) a day, requiring no components.
Hit Points 97(15d8 + 30)
Speed 30ft. Spellcasting The aperusa is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to
hit with spell attacks). It has the following bard spells
STR DEX CON INT WIS CHA prepared:
10 (0) 18 (+4) 13 (+1) 15 (+2) 14 (+2) 17 (+3) Cantrips (at will): dancing lights, friends, message
1st level (4 slots): cure wounds, detect magic, faerie
Skills Persuasion +9, Insight +6, Arcana +4, Medicine fire, identify
+4, Perception +7
2nd level (3 slots): calm emotions, glitterdust, lesser
Senses passive Perception 17
Languages Common, Aperusan restoration
Challenge 8 (3900 XP) 3rd level (3 slots): Nondetection, Blink, Bestow Curse
4th level (3 slots): Greater Invisibility
Superior Air Envelope The aperusa's air envelope can
retain enough air to survive in wildspace for 2d10 days. 5th Level (2 slots): Mass Cure Wounds
Credit: A
Spelljammer Bestiary for 5e
APERUSA/ARCANE
10
Where Do They Come From and Where Can One Find
Them? Nothing is known about the arcane's origins; they
come and go as they please, and are found throughout the
Arcane
Large humanoid, often lawful neutral
known worlds. When they travel, they do so on the ships and
vehicles of other races. Finding such ships with arcane Armor Class 13
aboard is rare, and it is suspected that the arcane have Hit Points 59(7d10 + 21)
another way of travelling over long distances. They do not set Speed 30ft.
up permanent shops but contacting them is not too difficult.
There is a 10% chance of finding an arcane per day, but if
they characters actively search for one, that chance may STR DEX CON INT WIS CHA
increase or decrease depending on their location. 15 (+2) 15 (+2) 16 (+3) 20 (+5) 17 (+3) 15 (+2)
What about doing business with them? The arcane's
stock in trade is to provide magical items, particularly Skills Arcana +7, History +7, Insight +5, Persuasion
spelljamming helms, which allow rapid movement through +4
space. The arcanes' high quality and uniform (if high) prices Senses Passive Perception 13
make them the trusted retailers. They accept payment in Languages Telepathy 100ft, Common, Draconic, any
coins, or barter for other magical items. The arcane take no two lanugages
responsibility for the use of the items they sell. The arcane Challenge 1 (200 XP)
will deal with almost anyone. They often make deals with
both sides in a conflict, fully aware that they might annihilate Expert Appraisal The arcane cannot be fooled by the
all of their potential customers in a region. The arcane have Distort Value spell. It knows the true value of all
no dealings with neogi, nor with creatures from other planes, objects. Deception rolls regarding the value of
such as genies, celestials, and fiends. It is unknown whether items automatically fail (but the arcane can still be
the arcane create a wide variety of magical devices, or secure deceived on things other than value).
them from an unknown source. Those dealing with the Innate Spellcasting
It can innately cast the following
arcane find them cool, efficient, and most importantly, spells, requiring no components:
3/day: dimension
uncaring. Trying to haggle with an arcane is a chancy door, invisibility
business, at best. Sometimes they will engage in haggling
with a bemused smirk, but just as often leave the buyer Magic Resistance
The arcane has advantage on
hanging and walk out on the negotiations. They do not like saving throws against spells and other magical
effects.
being threatened, insulted, or blackmailed. Those who do so
will find it very difficult to purchase reliable equipment. An Hivemind If the arcane takes damage, every arcane
arcane will not raise his hand in vengeance or anger – there within all known worlds automatically knows which
are more subtle ways to wreak revenge. arcane was hurt as well as the cause of the injury.
What Do They Do with All That Money?
Nobody knows!
One theory says they need the items for reproduction (the Actions
basis for a large number of bawdy arcane jokes), while Use Magic Item The arcane uses a magic item of the
another links it to production and acquisition of more DM's choice. It can ignore all restrictions in using
magical items. The arcane seem sexless. No young arcane the magic item. To determine the rarity of the item
have been reported, and the arcane keep their own counsel. that the arcane has, roll on the table below.
1-40: Common Rarity
41-65: Uncommon Rarity
65-80: Rare Rarity
81-98: Very Rare
99-100: Legendary
ARCANE
11
Argos
Argos are found in the same regions that beholders are
found. An argos resembles a giant amoeba. It has one large,
central eye with a tripartite pupil, and a hundred lashless,
inhuman eyes and many sharp-toothed mouths. An argos can
extrude several pseudopods, each tipped with a fanged maw
that functions as a hand to manipulate various tools.
Argos move by slithering; they can cling to walls and
ceilings. They can levitate and fly very slowly. Argos colors
tend toward shades of transparent blues and violets; they
smell like a bouquet of flowers. Though they exhibit signs of
being intelligent tool users, they do not wear clothes,
choosing rather to carry gear stored in temporary cavities
within their bodies. However, their digestive juices often ruin
devices within 1d2+1 weeks.
Elite Beholder Bodyguards Although argos are solitary
creatuers, it's not unusual to see them aboard a beholder's
eye tyrant ship. When not in the employ of a Beholder, they
may be found wandering astroid rings and dust clouds alone.
Credit:
Like beholders, they have eye rays as well. Targeting one eye Monsterous Compendium: Spelljammer Appendix
with an attack roll made at disadvantage will disable an eye
ray. On average an argos will have 100 eyes but only 20 of
them have eye rays. In addition it's central eye has innate Largos Argos
magic. Largos Argos (see Argos below) are even bigger
Ravenous Hunger Argos are generally driven by one thing; argos. It has the same stats as the Argos with the
Their next meal. They are omivorous gluttons that will eat following changes:
any digestable matter. They are not picky eaters and anything
from vegetables to sentient races are fair game. Argos will eat The Largos Argos is a huge aberration
until they have consumed between 1/2 ton-1 ton of food. It
will then rest 10 hours to digest it's meal before looking for It has 150 Hit Points.
more food to eat. An argos can not go more than a week. If it It's bite attack has 15ft. reach and does
becomes too malnurished, it's body will crystalize and it will 14(2d6+4) piercing damage on a hit.
hibernate for up to year. Working with an argos is a
dangerous and difficult venture because it must remain well It's challenge rating increases to CR 10.
fed in order to keep it's loyalty. For argos found in asteroid
belts, there is a 10% chance to find uncommon magic items
inside it, or magic weapons in it's posession. This chance is
increased to 40% when an argos is on an eye tyrant ship. Apologies for all the blank space here. The stat block is too
big to fit on this page! P.S. Argos make awful customers!
Good thing I don't run an all-you-can-eat buffet. -Large Luigi
ARGOS
12
Argos 1.Blindness ray
Large aberration, usually neutral evil 2.Burning Eyes(hands)
Armor Class 20 3.Charm Monster
Hit Points 82(15d8 + 15) 4.Confusion
Speed 30ft.,fly(hover)5ft.
5.Darkness
6.Dispel Magic
STR DEX CON INT WIS CHA
7.Calm Emotions
18 (+4) 13 (+1) 12 (+1) 14 (+2) 13 (+1) 13 (+1)
8.Heat Metal
Saving Throws Str +9, Con+6 9.Hold Monster
Skills Athletics +9, Arcana +7, Perception +6, Stealth 10.Phantasmal Killer
+11
Damage Immunities Poison 11.Slow
Condition Immunities Poisoned, Prone,Charmed, 12.Flesh to stone
Incapacitated, Restrained
SensesDarvision 120ft, Passive Perception 16 13.Stone to flesh
Languages All, Telepathy 120ft. 14.Light(cast on one radom carried object of the
Challenge 9 (5000 XP) target)
Spider Climb. The argos can climb difficult surfaces, 15.Faerie Fire
including upside down on ceilings, without needing to 16.Suggestion
make an ability check.
17.Tongues
Central Eye.
The argos’ central eye can cast one of the 18.Detect Thoughts
three spells as a Bonus Action in addition to the
Actions listed below: 19.Polymorph Ray
Alter Self – Does not require concentration and lasts 20.Deafness Ray
up 2 hours. When using the Change appearance Swallow The Argos swallows a target that it has landed
benefit, the Argos can take the shape of any creature a critical hit on with the bite attack or has paralyzed
it has previously eaten but no smaller than a Medium with a Hold Monster eye ray. The swallowed target is
sized creature. Blinded and Restrained, it has total cover against
attacks and other Effects outside the frog, and it takes
Prismatic Ray – Choose one random effect ray from 28 (5d10) acid damage at the start of each of the
prismatic spray spell. On a roll of 8, two rays are frog's turns. The argos can have only one target
emitted. Target makes a DC 16 Dexterity saving swallowed at a time. If the argos dies, a swallowed
throw against each ray. creature is no longer Restrained by it and can escape
Ray of Enfeeblement – The argos makes a ranged from the corpse using 5 ft. of Movement, exiting
spell attack against a creature within 60 feet. On a prone.
hit, the target is enfeebled and damage dealt is Bite Melee Weapon Attack: +9 to hit, reach 10 feet,
reduced by half. The effect can end with the creature one target.
Hit: 7 (1d6 + 4) piercing damage
on a successful Constitution saving throw (DC 16).
Weapon Attack An argos can effectively hold up to
three melee weapons.
Melee Weapon Attack: +9 to hit,
Floral Scent. Any creatures with an intelligence of 3 reach 15 feet, one target.
Hit: 9 (1d10 + 4)
or less that is within or less that is within 30ft. of the bludgeoning or slashing damage.
argos must make a DC 13 Wisdom saving throw or be
drawn to it. Legendary Actions
The argos can take 3 legendary actions, using the Eye
Actions Ray option below. It can only take one legendary action
Multiattack. The argos makes 3 bite attacks, 1d3 at a time and only at the end of another creature’s turn.
weapon attacks, and one eye ray attack. The argos regains spent legendary actions at the start
of its turn.
Eye Rays. The argos shoots one of the following magical
eye rays at random (DC 16 for any saving throws): Eye Ray The argos makes one eye ray attack.
ARGOS
13
Astereater Astereater
Astereaters are a type of beholder-kin that lack the magical Large aberration, usually lawful evil
abilities and intellect of it's cousins. The skin of the creature
is virtually identical – in appearance and consistency – to Armor Class 21 (17 when not closing eyes and
rock. Like the beholder, astereaters have a large, central eye mouth)
and a large mouth filled with pointed teeth. They lack eye Hit Points 89(8d10+45)
stalks. They rarely hold a conversation with anything. They Speed fly 15ft (hover)
live in asteroid belts,disguising itself as an asteroid until they
find prey to eat. They are carnivores that will eat any flesh but
have a strong preference for that of humans and elves. STR DEX CON INT WIS CHA
Hard Headed Like a turtle retreating to it's shell, these 20 (+5) 10 (+0) 21 (+5) 8 (-1) 12 (+1) 9 (-1)
rocky menaces are practically impervious to all but the
hardest hits and magical attacks when the astereater closes Skills Stealth +4
it's eye and mouth. When it does this, it is also Condition Immunities Prone
indistinguishable from a normal asteroid. Damage Immunities Bludgeoning, Piercing, Slashing
Lonely Xenophobes Like most other beholders, the from non-magical weapons that aren't
astereaters have a hatred of each other and other races. The adamantine
only extremely rare exception is that an astereater has a 10% Languages Astereater, Deepspeech
chance of having slaves. Said slaves will always be 1d10 giff. Senses Darvision 60ft, Passive Perception 11
When a platoon is too weak to fight off the Astereater, it takes Challenge 8 (3900 XP)
control of the platoon as a small personal army. True
beholders hate astereaters even more than they hate False Appearance While its eye and mouth are
eachother, and will even resort to working together in order closed, the astereater appears to be an ordinary
to wipe out any astereaters they come across(They will then asteroid.
inevitably fight to the death over the treasure inside it's Weak Points Any damage dealt to the inside of the
stomach). Beholders view them as a large blot against all astereater's mouth or to its open eye ignore its
beholder kind. immunities to damage. Creatures can only attack its
Living Vaults Other intelligent creatures go out of their eye if it is open. Creatures can only attack the inside
way to hunt astereaters because they often swallow treasure, of its mouth with a readied attack or if they have
which thier stomach acid can't digest. This can include coins, been swallowed. When attacking its weak points, its
weapons, metal odds and ends, some magic items and AC is only 17.
potions(The astereater can't digest glass and ceramic items.)
Roll 1d6 and consult the table below: Actions
Astereater Treasure Bite Melee Weapon Attack: +8 to hit, reach 5 feet,
Treasure one target.
Hit 10 (2d4+5) piercing damage. If the
target is a Medium or smaller creature, it must
1 Useless scrap metal succeed on a DC 16 Dexterity saving throw or be
2 12d12gp in various coins swallowed by the astereater. A swallowed creature
is blinded and restrained, it has total cover against
3 1d6 gems worth 100gp ea. attacks and other effects outside the astereater, and
4 1d4 non-magical weapons it takes 7 (2d6) acid damage at the start of each of
the astereater's turns.
If the astereater takes 20
5 1 potion of common or uncommon rarity damage or more on a single turn from a creature
6 Reroll twice on this table, ignoring this result inside it, the astereater must succeed on a DC 21
Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone
in a space within 5 feet of the astereater. If the
astereater dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by
using 5 feet of movement, exiting prone.
The
astereater can only fit one creature in it's mouth at
once, and can't make bite attacks against another
creature while it has one in its mouth.
Slam Melee Weapon Attack: +8 to hit, reach 5 feet,
one target.
Hit 14 (2d8+5) bludgeoning damage.
Credit: Monsterous
Compendium Spelljammer Appendix They're like bitey geodes! Break them open for goodies! -
Large Luigi
ASTEREATER
14
Asteroid Spider Asteroid Spider
Asteroid Spiders are insectoid-like creatures that entangle Medium beast, unaligned
spelljammers. The top of the globe is covered with a hard
shell, like that of an insect, but the underside is soft. The Armor Class 18
mouth is in the center of the underbelly, as is the web- Hit Points 33(6d8+6)
spinning organ. The mouth has a single hollow tooth like a Speed 20ft.
syringe and suction cup lips. All in all an asteroid spider is a
hideous creature.
Unseen HazardsThe webs are black, just like the spiders, STR DEX CON INT WIS CHA
and are unlikely to be seen against a black wildspace sky. 16 (+3) 13 (+1) 12 (+2) 3 (-4) 7 (-2) 7 (-2)
They often set up a lair on the surface of a larger asteroid that
has enough air to support the colony. They spin webs miles Skills Stealth +8, Perception +5
long between their lair and the nearby asteroids and space Senses Darkvision 60ft, passive Perception 8
junk. These webs are strong enough to trap any ship under Challenge 2 (450 XP)
15 tons that is not traveling at spelljamming speeds.
Patient Hunters Asteroid spiders sometimes wait years Soft Underbelly The underbelly of an Asteroid Spider
between meals. They can go into a form of suspended has an AC of 13, rather than 18.
animation, only waking up when their webbing is disturbed.
In this state they use little or no air. After a meal, they expand Black Webbing Asteroid Spiders spin webs miles
their web a bit and then return to this catatonic state. long between their lair and the nearby asteroids and
The asteroid spiders value the air of their victims. They space junk. These sheets of webbing are strong
spin a large cocoon of webbing within the air space of a enough to trap any huge or smaller creature or a
captured ship. When completed, it is sealed and carried to ship 15 tons or under that is not traveling at
spelljamming speeds. The webs are black, just like
the lair, where it is deflated. The colony carries the cocoon the spiders, and require a DC 20 Perception check
back and forth to the ship, filling and emptying it until the to be seen in the dark void of wildspace. Those that
ship only has a thin bubble of air left. fail the check or have no way to avoid the web are
The poison of the asteroid spider does not keep well, and ensnared in it.
hence is of little value. The webbing can be cut and coated to
eliminate the adhesive qualities. The resulting ropes are very Spider Climb The Asteroid Spider can climb difficult
strong, but also susceptible to flames; they do not ignite and surfaces, including upside down on ceilings,
burn on their own, but melt away under a flame almost without needing to make an ability check.
instantly. Web Sense While in contact with a web, the
Asteroid Spider knows the exact Location of any
other creature in contact with the same web.
Web Walker The Asteroid Spider ignores Movement
restrictions caused by webbing.
Actions
Multiattack The asteroid spider makes 6 stomp
attacks. It can replace one of these attacks with a
bite.
Bite Melee Weapon Attack: +4 to hit, range 5 feet,
one target.
Hit: (1d4+3) piercing damage and (1d6)
poison damage. The victim must succeed on a DC
13 Constitution save when bitten, or be paralyzed
for 1 minutes. The target can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.
Stomp Melee Weapon Attack: +6 to hit, range 10
feet, one target.
Hit: (1d4+3) piercing damage.
Web Bundle The Asteroid Spider can approach a
paralyzed victim and use its action to bundle it in
webs, fully incapacitating the target.
It looks like something from the back of the larder grew legs
Credit: Monsterous Compendium Spelljammer Appendix and eyes! - Large Luigi
ASTEROID SPIDER
15
Harvesting parts!? From this thing!? Taking any part of
Astrosphinx the Astrosphinx as a trophy is considered an ill omen that
Astrosphinxes are a malevolent breed of sphinx whose leaves the trophy hunter instantly shunned by their fellows.
origins are shrouded in mystery.The head does in fact have Not even a scro would take one of it's teeth for his toragkh. If
flesh; it is just so pale, and stretched so tightly across the the characters are determined to do so anyway, it's hide can
skull, that it seems invisible. Instead of forepaws, the be used to make +3 Hide Armor, which must be heavily
astrosphinx has a pair of large, clawed humanoid hands. The treated for 1 year to remove the offensive smell. It's teeth, if
beast exudes a smell of ozone and offal. placed upon the person of an unsuspective victim can double
Twisted Parodies of Sphinxes Like all sphinxes, the the duration of Crown of Madness on that target.
Astrophinx expects all living beings that it comes across to
answer it's riddles. The territory of a Astrophinx can become
a barren wasteland when all the insects, birds and animals
This part of the page is
fail to answer it's riddles. The madness of the astrosphinxes barren and devoid of life,
renders their riddles unanswerable and illogical: "What is the
speed of blue?" "How loud is down?" "What do a kobold and much like the
the Spelljammer have in common besides triangles?" astrosphinx's lair! - Large
Unfortunately, an astrosphinx slays anyone who does not
answer its riddle correctly.
Some travellers, legend states, have solved an
Luigi
astrosphinx's mad riddle by giving an equally mad or
nonsensical answer. This tactic seldom works (1% chance of
success). Legend says that if an astrosphinx's riddle is
answered correctly, the beasts erupts into a 20d6 ring of
chain lightning, killing itself. Supposedly all that is left is a
clue to the whereabouts of the Spelljammer.
Mindless Murderers Once the victim fails to answer the
riddle correctly, the astrosphinx breathes its sleep gas, shoots
the lightning, then hurls itself into melee with a greatsword
that has a 30% chance to be a +1 greatsword. The
astrosphinx attacks not only the person who got the riddle
wrong, but all companions as well. It will fight until all living
things around it are dead. The astrosphinx can survive in
space without air. It lairs most often on small, barren chunks
of rock. The sphinx eats anything, usually those who give
wrong answers to its riddles.
ASTROSPHINX
16
Astrosphinx Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit 17 (2d12+4) bludgeoning damage. If the
Large monstrosity, always chaotic evil
sphinx moved 30 feet in a straight line before the
Armor Class 16 (Natural Armor) attack, the target must make a DC 16 Strength saving
Hit Points 94 (9d10+45) throw or be knocked prone.
Speed 40 ft., fly 60 ft. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit 18 (4d6+4) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit 9 (2d4+4) slashing damage.
19 (+4) 16 (+3) 20 (+5) 18 (+4) 12 (+1) 18 (+4)
Greatsword. Melee Weapon Attack: +8 (+9 if magical)
Saving Throws Dex +6, Con +9, Int +8, Wis +5 to hit, reach 10 ft., one target. Hit 18 (4d6+4) slashing
Skills Arcana +8, Perception +5, Religion +8 damage.
Damage Resistances lightning, psychic; bludgeoning, Sleep Breath (Recharge 5-6). The sphinx exhales a 30-
piercing, and slashing from nonmagical attacks foot cone of soporific gas. Each creature in this area
Condition Immunities charmed, frightened must make a DC 16 Constitution saving throw or fall
Senses Truesight 60 ft., passive Perception 15 unconscious. The creature awakens after 1 hour, after
Languages Common, Sphinx taking damage, or when another creature wakes them
Challenge 10 (5,900 XP) using an action. Creatures immune to poison
automatically succeed on this save.
Inscrutable Insanity. If a creature targets the sphinx with Eyes of Lightning (Recharges After 2 Rounds). The sphinx
an effect that would sense its emotions, read its casts chain lightning from its eyes.The target and up to
thoughts, or target it with any divination spell, that
3 targets that are within 30ft. of the first target must
creature must make a DC 16 Wisdom saving throw or make a DC16 Dexterity saving throw or take 45 (10d8)
become affected by a confusion spell (no lightning damage on a failed save and half as much on
concentration required on the part of the sphinx). a successful save. which then turn red. While its eyes
Wisdom (Insight) checks made to ascertain the are red, the sphinx is blinded. While blinded, the
sphinx’s intentions or sincerity have disadvantage.
astrophinx has disadvantage on all attack rolls until the
end of it's next turn. At the end of its next turn, its eyes
Actions become violet. At the end of the turn after that, they
Multiattack. The sphinx makes one ram attack, one bite become gold. If the sphinx’s eyes are gold, it can use
attack, and two claw attacks. It can replace two claw this action again.
attacks with a greatsword attack, if wielding one.
Reactions
Swipe. Whenever a creature enters within 5 feet of the
sphinx, it can use its reaction to make a claw attack. On
a hit, the creature takes damage from the attack and is
pushed 15 feet away from the sphinx.
BEHOLDER-KIN
19
If an orc touches the egg, the egg explodes in a mass of
Bionoid corrosive filaments causing immediate death. The orc must
Bionoids are chitinous, bipedal humanoid insects with a roll a DC 16 Dexterity saving throw or take 2d12 acid
glowing circular gem in the center of their forehead. Though damage or half as much on a success. If half-orcs make their
their appearance strikes fear in those who view them, their saving throws, the half-orc and the bionoid bind in symbiosis.
demeanor belies their looks. They originated as "Living Evil beings can't fuse with the bionoid.
Weapons" during the Unhuman Wars. If elves, humans or other humanoid races touch the egg, it
Living Weapons The first bionoids were elves, but they infiltrates the host, creating another adult bionoid. The new
now can appear as just about any humanoid except for orcs. bionoid has the abilities described (See Bionoid Stat Block
In their humanoid form, bionoids are thin, well-muscled, and below), but appears only when danger threatens, whereupon
fairly tall. They have uniformly calm, even tempers, and are the host humanoid's true nature is revealed. In addition, the
often contemplative. They move with great economy; useless symbiosis gives the host a natural AC of 14. It is
gestures or movements are very rare. They are able to pass recommended that the host only wear normal, easily
themselves off as normal medium humanoids that are taller replaceable clothing, due to the unpredictable nature of this
than an average member of their race. malady!
In their combat form, also called their monster form, they
are 9 to 11ft tall,and are muscular creatures with iridescent
exoskeletons. Hard clawlike blades protrude from both
forearms and the head. In addition to the standard pair of
compound eyes, they possess four secondary eyes that can
move independently like those of a chameleon. Pebbly,
metallic-looking muscle fibers are visible at the joints. A
single bionoid is a one-man army that is extremely skilled in
unarmed combat, as well as in the use of a specialized
halberd that only bionoids can use.
Shunned by Their Makers After the Wars, they were cast
out into the cosmos, to make their own way far from the sight
of the elves. Years of ostracism, of living apart from the rest of
elvish society like plague victims, has instilled in them a deep
distrust of all other elven races. Although these bionoids were
instilled with an instinctive urge for combat without quarter,
they are essentially good beings who constantly strive to
control the powers of their implanted nature.
Though they travel nearly everywhere in wildspace,
bionoids prefer to remain alone. Many work as crew
members on spelljamming ships across the flow, or they
reside in country manors or castles. Still others live as
hermits on lonely asteroids far from the normal spelljamming
trade routes. In some cases, elvish communities sympathetic
to the bionoids' situation have taken in individual bionoids.
Though rare, a bionoid family can comprise hundreds of
members, always led by the individual who started the unit,
either the original bionoid or its full-blooded descendants.
Bionoid symbionts are welcome to join the unit, but must vow
to avoid (and avoid infecting) residents of the outside world.
Though engineered for warfare, the family unit sustains itself
primarily through farming. They practice battle skills
primarily as a spiritual discipline. Most frontier cities and
spelljamming outposts welcome bionoid communities.
Bionoid Symbosis The eggs of mature bionoids are disc-
shaped with a single crystalline trigger in the center. This
crystal serves a multiple purpose: it is an attractant to
potential victims since it makes the egg look like a magical
item, and it is also the young bionoid's eye. When a potential
credit:
host touches the crystal eye, the host's essence marks the Guyver
egg. The egg bursts, attaches to the host, and grows as a "Someone at TSR really liked Bio Boosted Armor Guyver."
symbiont, eventually separating and becoming a separate, - Large Luigi
nymph bionoid.
BIONOID
20
Bionoid Multiattack The bionoid makes three attacks with their
Large monstrosity(humanoid), usually neutral good bionoid halberd or they make six attacks: two with
their forearm blades, two with their spiked fists, and
Armor Class 23 (14 in humanoid form, natural armor) two with their heel spurs.
Hit Points 88(16d8 + 16)
Speed 60ft. Bionoid Halberd Melee Weapon Attack: +9 to hit, reach
10 feet, one target. Hit: 15 (1d12 + 8) slashing
damage. Only bionoids can wield these specialized
STR DEX CON INT WIS CHA halberds. A non-bionoid that grasps the halberd takes
19 (+4) 22 (+6) 13 (+1) 12 (+1) 14 (+2) 8 (-1) 2d4 lightning damage.
Forearm Blade Melee Weapon Attack: +9 to hit, reach 5
Skills Perception +8, Athletics +7, Survival +5 feet, one target. Hit: 10 (1d10 + 4) slashing damage.
Senses passive Perception 18 Heel Spur Melee Weapon Attack: +9 to hit, reach 5
Languages Common, Elvish, Languages known by the feet, one target.
Hit: 13 (2d8 + 4) slashing damage.
host
Challenge 10 (5900 XP) Spiked Fist Melee Weapon Attack: +9 to hit, reach 5
feet, one target. Hit: 9 (1d8 + 4) slashing damage
Crystal Eye. Every Bionoid has a crystal eye on the Crushing Grapple Against creatures of Large size or
center of it's forehead. The crystal eye has an AC of 20 smaller, the bionoid can make a Strength (Athletics)
and 45 hit points. If the crystal eye is destroyed, the check contested by the creature's Strength (Athletics)
bionoid dies instantly and can't be revived unless or Acrobatics (Dexterity) check. If it succeeds, the
resurrection is cast upon it. If removed with a DC 20 target is grappled. Until the target is no longer
STR check, the bionoid dies and the crystal eye has a grappled, it takes 2d8 bludgeoning damage at the end
value of 10,000gp. If the removed gem comes into of each of the bionoid's turns.
contact with a living, non-orc humanoid,that creature
Energy Blast The bionoid opens up the twin dorsal
must mad a DC22 WIS save the crystal reduces and
plates on its chest, exposing two highly charged
restructures that body in favor of its stored master.
membranes. Opening these chest plates causes 1d8
This effect can only be undone with a wish spell.
points of damage to the bionoid. The energy blast
Transformation On initiative count 20 (winning erupts in a 30-foot cone. Each creature in that area
initiative ties), the bionoid transforms into it's combat must make a DC 14 Dexterity saving throw, taking
form if it is not already in combat form. 36(8d8) fire damage on a failure and half as much on a
success.
Actions
Blazozoid
Blazozoids are huge elementals that represent comets of
creamy white flame. Their spherical bodies consist entirely of
fiery plasma gas, though they often drag a tail of blue fire
behind them when traveling at spelljammer speeds.
Living Plasma Blazozoids are sentient balls of living
energy with the ability to communicate telepathically. They
are always encountered in wildspace, never on planets or in
the phlogiston. Blazozoids usually ignore passing
spelljammer ships unless bothered in some way. However,
blazozoids do approach ships when they want one of two
things: either a ride through the phlogiston or a meal. If the
crew refuses to give the blazozoid a ride, or if it is searching
for a meal, it attacks.
BIONOID/ BLAZOZOID
21
Emissaries of "I" Blazozoids are the progeny of a huge,
living star. Like the blazozoids themselves, this star consists
of living energy. Unfortunately, this star, which refers to itself Blazozoid
as "I", does not recognize material beings as alive, much less Gargantuan elemental, often neutral
intelligent. Therefore, it believes itself to be the only sentient
being in the universe. To determine whether this is true, I has Armor Class 12
formed millions of emissaries from its own body and Hit Points 108 (8d20+24)
dispatched them to the far ends of the universe in search of Speed fly 80 ft. (hover)
another living star.
Although intelligent, they are completely incapable of STR DEX CON INT WIS CHA
altering the basic beliefs that I imprinted upon them at their
creation. Therefore, they do not believe that material beings, 10 (+0) 14 (+2) 16 (+3) 18 (+4) 13 (+1) 11 (+0)
such as the characters, are truly intelligent. Instead, they view
material beings as potential food sources, or, at best, as a Skills History +7
means of transport across the phlogiston. Vulnerabilities Cold
Blazozoids cannot reproduce and must be created from I’s Damage Resistances bludgeoning, piercing, and
body. They eat, or refuel, by turning matter into energy. Since slashing from nonmagical weapons
Damage Immunities Fire
their bodies are made entirely of energy, a well-fed blazozoid Condition Immunities exhaustion, grappled,
may be as much as 60 feet across, while one that has not paralyzed, petrified, poisoned, prone, restrained
eaten in some time may be less than 10 feet across (a Senses blindsight 120 ft., passive Perception 11
starving blazozoid also has a slightly yellow tinge to its flame). Languages telepathy 120 ft., understands Common
Hitchhike and Eat When encountered in the depths of and Ignan but cannot speak
wildspace (i.e., close to a crystal sphere), a blazozoid is sure Challenge 9 (5,000 XP)
to want something from a passing spelljammer ship – either
to eat the ship and crew, or to convince the pilots to take it to Amorphous. The blazozoid can move through a
the next crystal sphere. Often, the blazozoid will agree to space as narrow as 1 inch without squeezing. It can
perform some service in return for its passage. However, if also compress its body to become Medium size.
some provision for feeding the blazozoid during the long While compressed in this way, its damaging actions
journey is not made, it may turn on the crew after reaching deal the minimum amount of damage.
the next crystal sphere. To transport a blazozoid across the
phlogiston, the blazozoid must be completely encased in Fire Form. A creature that touches the blazozoid or
some sort of flame-proof container, such as iron, stone, or hits it with a melee attack while within 5 ft. of it
force. Simply stowing them below decks will have disastrous takes 7 (2d6) fire damage.
effects when the ship enters the phlogiston. Actions
Engulf. The blazozoid moves up to its speed. While
doing so, it can enter Huge or smaller creatures’
spaces. Whenever the cube enters a creature’s
space, the creature must make a DC 15 Dexterity
saving throw.
On a successful save, the creature
can choose to move 5 feet back or to the side of
the blazozoid. A creature that chooses not to be
pushed suffers the consequences of a failed saving
throw.
On a failed save, the blazozoid enters the
creature’s space, and the creature takes 28 (8d6)
fire damage and is engulfed. Objects in the
blazozoid's space not being worn or carried catch
on fire until doused with water.
Fire Touch Creatures engulfed by the blazozoid take
17 (5d6) fire damage at the start of each of the
blazozoid’s turns. An engulfed creature can try to
escape by taking an action to make a DC 15
Dexterity check. On a success, the creature
escapes and enters a space of its choice within 5
feet of the blazozoid. When an engulfed creature
escapes the blazozoid it continues to burn, taking 7
(2d6) fire damage at the start of each of its turns
until someone takes an action to douse the fire.
BLAZOZOID
22
Bloodsac Bloodsac
Bloodsacs (technically known as "haagathga") are blob-like Small aberration, usually chaotic evil
bloodsuckers that silently glide through wildspace looking for
blood. This usually means spelljamming ships, with their Armor Class 14
complements of warm-blooded sailors. Bloodsacs travel in Hit Points 18(4d6 + 4)
packs, using their natural camouflage to swoop down on Speed 5ft., fly 50ft.(can't fly in large gravity fields)
unsuspecting ships, surprising the crews, and draining their
blood. The beasts are sometime called "star vampires".
Horrific,Sneaky, Bloodthirsty Bloodsacs move silently STR DEX CON INT WIS CHA
through space using infravision to detect warm-blooded 13 (+1) 17 (+3) 13 (+1) 3 (-4) 15 (+2) 4 (-3)
victims. They glide noiselessly onto the deck of a
spelljamming vessel, probably one in orbit around a planet, Skills Stealth +3
and try to surprise sailors on deck. After draining a victim, Senses Blindsight 9000ft. passive Perception 12
the bloodsac sprouts a tube and attaches it to the base of the Challenge 1 (200 XP)
victim's skull. Through this tube the blob drains out the
victim's brain fluids. This process takes one round, after Gravity Intolerance. Bloodsacs can not fly in the
which the bloodsac flies away, sated – for now. Mind flayers gravity fields of Class A or larger worlds. In a strong
sometimes take an interest in the bloodsacs, especially with gravity field the bloodsac can not attack and it's
the blobs' ability to drain brain fluids. Some mind flayers Dexterity modifier becomes -2.
keep trained bloodsacs, a particularly deadly combination.
Wildspace Camouflage. The bloodsac has advantage
on Dexterity(Stealth) checks to hide in wildspace
terrain.
Actions
Blood Drain. Melee Weapon Attack: +3 to hit, reach
5 ft. one creature. Hit: 4 (1d6 + 1) piercing
damage, and the bloodsac attaches to the target.
While attached, the bloodsac doesn’t attack.
Instead, at the start of the leech’s turns, the target
loses 5 (1d8 + 1) hit points due to blood loss. A
creature, including the target, can use its action to
make a DC 11 Strength check to rip the bloodsac
off and make it detach.
Drain Brain. When a target dies from the bloodsac's
blood drain, the bloodsac begins draining the
target's brain fluids. A target drained in this way has
lost 1d4 Intelligence points upon revival. The loss
of intelligence points can be restored with Greater
Restoration, as can catching the bloodsac who
drained the fluid and pouring it over the victim
before they are raised from the dead.
BLOODSAC
23
Burbur Burbur
Burburs are small creatures that look much like worms. They Tiny monstrosity, unaligned
have large, glistening black eyes and a sucking tube for a
mouth, much like that of a mosquito. Just behind the Armor Class 11
creature's head are a pair of tiny forelegs of considerable Hit Points 5(2d4)
dexterity. With its forelegs, a burbur can climb, grip, and Speed 40ft. (20ft. when full)
manipulate objects. A burbur that has just fed will be very
bloated and somewhat sluggish. Burburs are highly prized
creatures that consume many varieties of slimes, mosses, STR DEX CON INT WIS CHA
and molds that might otherwise cause considerable harm to 10 (+0) 12 (+1) 11 (+0) 1 (-5) 7 (-2) 3 (-4)
other creatures. They also smell like cinnamon.
Gentle Vacuums Burburs are docile and completely Condition Immunities Charmed
harmless to all living beings except for the things they feed on Damage Immunities Acid, Necrotic
like slimes, jellies, oozes, molds, and in rare cases plasmoids. Senses passive Perception 8
They are unable to harm anything else. The burbur's most Languages Gibberish
common prey items are grey ooze and ochre jelly. Challenge 0 (10 XP)
Burbur Habitat They are highly adaptable but very shy.
They make tiny lairs in forgotten places that are out of the Actions
way. Burburs are immune to the harsh acids that their prey
produces. and immune to the effects of yellow musk creepers Slime Suction. Melee Weapon Attack: +3 to hit,
and violet fungi. It uses these hostile flora and fungi as reach 5 feet, one target. Hit: 5 (2d4) straight
shelter and in exchange, the burbur keeps it safe from oozes damage. The burbur feeds until it has done 15
that would dissolve it. Once each year, usually in the spring, a damage in this way. It will then cease feeding and
wander off. This attack can only affect molds,
burbur will begin to swell in size. At this point it develops a oozes, jellies and slimes.
bulge at the end of its tail, which forms into a second head. As
the second head forms, a pair of forelegs begins to grow out
from the body. Shortly thereafter, the burbur splits in half to
form two separate creatures. They are often solitary
creatures but can be found in small groups of up to four
individuals.
Killing It Has Consequences Killing a burbur is generally
a very bad idea. A burbur that has recently fed still has all
that corrosive stuff inside it! A recently fed burbur that ate a
grey ooze will ruin the sword that cut it. Most animals have
long ago learned that eating a burbur can be a painful and,
often, fatal mistake. If the burbur has recently fed, most
creatures that consume it are affected as if they had come
into contact with the creature the burbur recently fed upon.
Thus, those animals foolish or hungry enough to devour a
burbur have been weeded out by natural selection a long time
ago.
Valuable to Adventurers The burbur is much sought after
by adventurers who find the creatures a useful ally when they
do battle against slimes and similar horrors. As a rule,
burburs are extremely docile and do not attack their keepers
or stray unless they are underfed. In order to keep a burbur
content so that it does not seek to escape its owner, it must
be allowed to feed at least once per day. In the marketplace, a
captured burbur can be sold for as much as 1,000 gold
pieces.
BURBUR
24
Buzzjewel Swarm of Buzzjewels
Buzzjewels are insects native to wildspace. They travel Small swarm of fine beasts, unaligned
through space in beautiful multi-colored swarms. They are
attracted to light sources, much like moths. Sailors can Armor Class 15
always tell when a swarm of buzzjewels approaches, due to Hit Points 22 (5d6 + 5)
the loud droning noise from the insects' wings and the cloud Speed 5ft., burrow 5ft, fly 60ft.
of multicolored light reflected from their bodies.
Valuable Corpses Buzzjewel bodies are partly gemstones,
with opaque coloration ranging from ruby red to emerald STR DEX CON INT WIS CHA
green to aquamarine blue. When a buzzjewel dies or is killed, 3 (-4) 20 (+5) 12 (+1) 1 (-5) 10 (+0) 6 (-2)
its organic body shrivels away, leaving a small ornamental
gemstone of 5 gp value, the remnants of the mineral meals it Skills Perception +2
consumed. One buzzjewel in a thousand produces a rare Damage Resistances bludgeoning, piercing, slashing
5000gp jewel. Senses passive Perception 11
Buzzjewel Behavior Although attacted to lightsources, like Challenge 1 (200 XP)
those on some spelljamming ships, they are timid around
other creatures. They will not attack unless attacked first. As Swarm. The swarm can occupy another creature's
a rule, buzzjewels live on asteroids high in gemstone content. space and vice versa, and the swarm can move
Gems are their chief source of food, though the insects can through any opening large enough for a Tiny insect.
eat any mineral or rock if pressed. Interestingly, pearls are The swarm can't regain hit points or gain temporary
poisonous to buzzjewels. A poisoned buzzjewel turns black hit points.
and does not become a valuable gem. Buzzjewels
communicate by body movements, as bees do. When a Spacefarer. The swarm does not need to breathe
and ignores all adverse environmental effects from
buzzjewel swarm finds a new source of gems, it returns to its traveling through wildspace.
old lair and does a dance that tells the swarm where the new
strike is. Dwarven sages have long tried to decipher the Magic Resistance. The swarm has advantage on
dance so they can obtain the gems, so far to no avail. saving throws against spells and other magical
A Risky Haul Mining races like Dwarves and Gnomes effects.
dislike the buzzjewels and treat them as pests. Gnomes call Reflective Carapace. Any time the swarm is targeted
them "Gembane" and dwarves call them "Baublebiters". A by a magic missile spell, a line spell, or a spell that
single swarm contains between 15 to 20 individuals, yielding requires a ranged attack roll, roll a d6. On a 1 to 5,
75-100gp per swarm, but their poisonous bites make them the swarm is unaffected. On a 6, the swarm is
not worth the risk for many folks. unaffected, and the effect is reflected back at the
Dohwar Business Oppurtunity? The dohwar actually use caster as though it originated from the swarm,
live, caged buzzjewels as currency, much to the horror of turning the caster into the target.
some of other civilized races. It is rumored that the dohwar
are also experimenting with buzzjewels, feeding them fancy Actions
gems to see whether, once a buzzjewel dies, it leaves behind a Bites. Melee Weapon Attack: +5 to hit, reach 0 feet,
more valuable gem. one creature in the swarm's space. Hit: 10 (4d4)
piercing damage plus 5 (2d4) poison damage, or 5
(2d4) piercing damage plus 3 (1d4) poison damage
if the swarm has half of its hit points or fewer. The
target must make a DC 13 Constitution saving
throw, taking the poison damage on a failed save,
or half as much damage on a successful one.
BUZZJEWEL
25
Chattur
Chattur are small mammals that exhibit traits of both
primates and rodents. They are slender and quick and have
very dexterous front paws that are equipped with claw-tipped
fingers and an opposable thumb. Their faces are wide and
their eyes seem even wider, with an innocent stare that many
humans find very appealing. A band of black fur surrounds
the eyes of these creatures, much like the "mask" of
raccoons. It is for this reason, and not for any inherent sense
of maliciousness, that chattur have been dubbed "Space
Bandits".
Benevolent Stowaways They can be found living on many
spacefaring vessels – often without the knowledge of the
crew. Usually their presence is tolerated when they are
discovered – at least, if the discovery is made by a neutral or
good-aligned crew. Superstitions about chattur abound. Their
presence on a vessel is supposed to bring good luck. Ill
treatment of a chattur will reportably rebound against the
abuser at some future time. Most significantly, if chattur are
seen to be leaving a vessel, that is considered a dire warning
about that vessel's immediate fate. They are specialists at
sneaking aboard ships and finding places to live where they
can remain undiscovered for weeks, months, or years. They
arrange very comfortable quarters, scavenging whatever
items they can from around the ship. They rarely interfere Monstrous Compendium Spelljammer Appendix
with the operation of a spelljamming vessel, even after their
discovery. When a given warren is comfortably populated,
pairs of young adult chattur branch out on their own, trying to
stow away aboard a spacefaring vessel or find a sheltered den Chattur
on a world or asteroid. Their penchent for scavenging Small humanoid, usually chaotic good
occasionally gets them into trouble.
Armor Class 11
Hit Points 5(2d4)
Variant: Chattur Warrior Speed 30ft.,30ft climb.
Some chattur that interact with crew members
learn how to fight with weapons. For every 20
chattur, 4 of them are warriors. The chattur warrior STR DEX CON INT WIS CHA
has the same statistics as a chattur with the 6 (-2) 15 (+2) 10 (+0) 7 (-2) 12 (+1) 10 (+0)
following changes:
The chattur warrior has 14 (4d6) Hit Points Skills Stealth +4, Perception +3
Senses passive Perception 13
It is CR 1 (200 XP) Languages Chattur, Common
Challenge 1/8 (25 XP)
It has a hand crossbow (Ranged Weapon
Attack: +4 to hit, reach 30/120 feet, one target.
Hit: 5 (1d6 + 2) slashing damage.)
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 feet,
It has a javelin (Melee Weapon Attack: +4 to hit, one creature.
Hit: 4 (1d4 + 2) piercing damage.
reach 30/120 feet, one target. Hit: 5 (1d6 + 2)
slashing damage.). Claws Melee Weapon Attack: +4 to hit, reach 5 feet,
one creature.
Hit: 5 (1d6 + 2) slashing damage.
CHATTUR
26
AdamantiteThe so-called "father" of the clockwork horror
Clockwork Horror race, only one adamantite horror is known to exist. A cold
Clockwork horrors are a form of arcane apparatus. They look and calculating entity, the adamantite horror is fond of
something like a mechanical spider (though they have only intricate strategies and devious planning. In the extremely
four legs). While the body of the horror is only about two feet unlikely occasion that it is drawn into combat, it has the
in diameter, the legs give the creature an overall diameter of sharpest razor saw. It has an additional weapon known as a
about four feet. In the front of the body is a crystal that nightmare stick which allows the adamantite clockwork
enables the horror to see. Two depressions, one on each side horror to disintegrate foes with ease.
of this lens, serve the horror as hearing organs. Two limbs, Destroyers of Their Creators The wisest sages tell of an
located roughly below the hearing dishes, serve a number of ancient humanoid race, known only as the "Lost Ones".
purposes described later. The body of a clockwork horror is Records of their origin have long since faded, but frightening
always cast as a single piece from some type of metal. The tales are told of their demise.
most common type of horror is created from copper, but The Lost Ones were fond of mechanisms. The more subtle
others may be cast from silver, electrum, gold, platinum or and clever their devices, the better they liked them. In the
even adamantite. The surface of the body is always highly end, however, their own love of such toys brought them down.
polished and covered with pulsating runes of mystical power. One of their most brilliant artificers built a magnificent
Clockwork horrors communicate with each other by means adamantite machine with workings so advanced that none
of clicks, whirs, and similar mechanical sounds. The exact but he could fathom its operation. In addition, he wove
nature of their language is unknown. It is believed, however, powerful spells about the contraption, bestowing on it
that the horrors use a type of dot-and-dash code similar to intelligence and mystical abilities. In gratitude for its
that employed by sailors when they signal each other with creation, the adamantite machine destroyed him.
lights. There are six different colors detailed below: Over the course of the next few decades, the adamantite
Copper The copper horror is the most commonly horror built an army of mechanical followers, each in its own
encountered horror. While all of the other horrors have a image, but of lesser quality. As the horrors rose to power in
built-in weapon of some type, the copper horror is not so their sphere, they eliminated all biological life in it. In the end,
equipped. Copper horrors serve as the menial workers of the they tore apart the worlds in their sphere and used the raw
race. The special appendages that they use in their daily materials thus obtained to build more and more horrors.
labors, however, can often be used in combat with some Destroyers of Worlds Centuries passed for the horrors
success. contained in the sphere of the Lost Ones. They would have
Silver The silver horror is somewhat less common that its been forever doomed to remain there had they not been
copper kin, but is far more dangerous. The silver horror is visited by a fleet of neogi deathspiders. The neogi had come
the warrior of the race. It is most often encountered as a seeking slaves and "cattle" to feast upon. Instead, they found
patrol or guard at work sites or in horror-dominated regions. death. One by one, their ships were taken from them. In the
The right manipulator arm of the silver horror is fashioned to end the neogi and their slaves found themselves forced into
serve a dual purpose. Besides enabling the silver horror to lifejammers (spelljamming ships powered by life energy
grasp and handle items in the manner of a human hand, it instead of magic).
The society of clockwork horrors, if one
can present sharp blades for combat. It also has a clock-work can call it that, is a rigid, almost military one. Horrors have no
spring caster that shoots barbed darts at high velocity. individual identities. Rather, they have a mission: the race
ElectrumThe electrum horror fills the role of commanding must survive. Once the clockwork horrors have established a
officer or overseer. It often leads patrols of silver horrors or foothold on a world, they see all living things on that world as
directs the operations of large numbers of copper horrors. It a threat. Logically, to the horrors, such cultures must be
has the same combination manipulator/razor saw found on removed – and removal of living things is one thing at which
the silver horror. However, the electrum razor saw is sharper. the clockwork horrors are expert. They dedicate their
It shoots a stream of super-heated steam instead of barbed existances to exploiting everything they can, leaving entire
darts. worlds nothign but lifeless husks. The powerful weapons of
GoldThe gold horror is a high-ranking member of the the clockwork horrors are highly prized by most artificers.
clockwork horror social structure. As a rule, there is only one While they do not retain their powers after removal from the
gold horror to a planet, and its task is the direction of all horrors, they are nonetheless interesting to study.
horror operations on that world. Besides its keen intelligence,
the gold horror's combat abilities make it more than able to
carry out its mission. It has an even sharper saw than the
electrum clockwork horror. It has a lightning rodd which
functions the same as a Lighting Bolt spell cast at third level.
Platinum Seldom will there ever be more than one
platinum clockwork horror per crystal sphere. These horrors
direct the actions of the gold horrors beneath them. The
weapons of the platinum horror are the same as those of the
gold horror: the razor saw and lightning rod. The saw is yet
sharper still and it can fire it's lightning rod far more
frequently.
Credit: Monsterous
Compendium Annual 4
CLOCKWORK HORROR
27
Clockwork Horror
(Cont.) Silver Horror
Small construct, always lawful evil
Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 9 (2d6 + 2)
Speed 30ft. 11 (0) 11 (0) 14 (+2) 10 (0) 12 (+1) 5 (-3)
CLOCKWORK HORROR
28
Clockwork Horror
Platinum Horror
Small construct, always lawful evil
Gold Horror Armor Class 16 (natural armor)
Small construct, always lawful evil Hit Points 75(10d6 + 40)
Speed 30ft.
Armor Class 15 (natural armor)
Hit Points 32(5d6 + 15)
Speed 30ft. STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 16 (+3) 18 (+4) 15 (+2)
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 17 (+3) 14 (+2) 16 (+3) 11 (0) Damage Vulnerabilities Thunder
Damage Immunities Psychic, Lighting, Necrotic,
Bludgeoning, Piercing, and Slashing From
Damage Vulnerabilities Thunder Nonmagical Attacks That Aren't Adamantine
Damage Immunities Psychic, Lighting, Necrotic Condition Immunities Charmed, Exhaustion,
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60ft.,passive Perception 14
Senses Darkvision 60ft.,passive Perception 13 Languages Clockwork Horror
Languages Clockwork Horror Challenge 5 (1800 XP)
Challenge 2 (450 XP)
Immutable Form.The clockwork horror is immune to
Immutable Form.The clockwork horror is immune to any spell or effect that would alter its form.
any spell or effect that would alter its form.
Actions Actions
Razor Saw. Melee Weapon Attack: +4 to hit, reach
Razor Saw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d10+2 slashing damage.
5ft., one target. Hit 1d10+2 slashing damage.
Lightning Rod. The clockwork horror shoots
Lightning Rod (Recharge 5-6). The clockwork horror lightning in a 180-foot line that is 5 feet wide. Each
shoots lightning in a 90-foot line that is 5 feet creature in that line must make a DC 13 Dexterity
wide. Each creature in that line must make a DC 13 saving throw, taking 36 (8d8) lightning damage on
Dexterity saving throw, taking 27 (6d8) lightning a failed save, or half as much damage on a
damage on a failed save, or half as much damage on successful one.
a successful one.
COLONIAL GRELL
30
Colossus
These massive dimwitted creatures are 60ft. tall and weigh
70 tons. Despite their massive size, they are not true giants.
They are basically humanoid. Their heads are too small and
their legs are too short. Their features tend to be thick and
bulbous. Their foreheads slope back sharply and their noses
are round blobs of flesh. Their teeth are rarely straight and
always have jagged edges. Their fingers are stubby and thick,
completely unsuited for delicate manipulations. A colossus
can have any color eyes and hair, but black is the most
common. Their voices are like rolling thunder,
understandable but slow and deep.
Colossi wear heavy, coarse clothes – usually a tunic,
breeches, and sandals. Crude though it is, the tailoring is
much too fine for any colossus to have stitched it. The clothes
can be almost any color, with no regard to fashion sense. It is
not uncommon to find large patches covering rips and tears.
Colossi never carry weapons or armor, though they could if
they wanted to.
Lost Wanderers In wildspace these simple creatures are
encountered singly. They are usually lost wanderers. They
talk about a home called Arhoad, assumed to be a planet.
This mythical place has never be found, and the colossi are
never able to describe how to find it or how they became lost.
It is one of the great mysteries of wildspace. Credit: Monstrous Compendium Spelljammer Appendix
They speak of close families on Arhoad, so it is assumed
that they have a clan society. Since they could not possibly
have made their own clothing, many scholars assume that
they are the worker or slave class of yet another race,
although there is no evidence to support this theory. The
reigar accept responsibility for the colossi's plight.
The good colossi are quite friendly and helpful to travelers.
The evil ones are marauders and killers, destroying property
for the sheer joy of it. Neither variety is considered to be very
smart. The only long-term goal they have is to find Arhoad.
However, they never seem to know how to go about doing it.
Spelljamming Colossus In wildspace, a colossus is big
enough to be its own ship. Indeed, it has the same air volume
as a 15-ton ship. It consumes as much air as a full crew of 10.
The colossus can coast through space for months without
running out of air.
Food and water can be a problem, though. A colossus
cannot propel itself through wildspace except by making a
leap from a solid surface, which means it is very slow moving
under its own power. It would be possible to fix a
spelljamming helm to it and make it into a spelljamming
speed "ship" of the lowest possible maneuverability class. Its
plane of gravity makes its back or stomach the walking
surface. This is obviously not an ideal spelljamming vessel,
but it is hope for a stranded crew.
COLOSSUS
31
Colossus Rock. Ranged Weapon Attack: +14 to hit, reach
60/240 feet, one target.
Hit: 24 (4d8 + 6) bludgeoning
Gargantuan humanoid, usually any chaotic alignment
damage.
Armor Class 16 Great Kick. Melee Weapon Attack: +18 to hit, reach 10
Hit Points 216 (35d20 + 245) feet, one target.
Hit:* 19 (2d8 + 10) bludgeoning
Speed 100 ft., fly 50 feet (space only) damage. The target is knocked back 30 feet, suffering
an additional 10 (3d6) if it hits a wall. If it hits another
creature instead, both the target and the creature hit
STR DEX CON INT WIS CHA suffer the damage unless the other creature is
30 (+10) 23 (+6) 25 (+7) 8 (-1) 7 (-2) 11 (+0) gargantuan or bigger.
Great Throw. If the colossus is holding a target, the
Saving Throws Constitution +15 target is knocked back 30 feet, suffering an additional
Skills Athletics +18, Perception +5, Insight +4 10 (3d6) if it hits a wall. If it hits another creature
Damage Resistances force, thunder instead, both the target and the creature hit suffer the
Damage Immunities poison damage unless the other creature is gargantuan or
Condition Immunities poisoned, stunned, unconscious bigger.
Senses passive Perception 15
Languages Common, Giant Stomp. A creature within 10 feet of the colossus must
Challenge 26 (90000 XP) make a DC 22 Dexterity or Strength saving throw. On a
failure, a target takes 24 (4d6 + 10) bludgeoning
damage. If it is Large or smaller, it is also Grappled
Immortal Body. The colossus is immune to disease and
(escape DC 23). Until this grapple ends, the target is
cannot age.
Prone and Restrained. If the saving throw is successful,
Magic Resistance. The colossus has advantage on saving the target is pushed 5 feet away from the colossus.
throws against spells and other magical effects. Shout of the Colossus. The colossus emits a blaring yell
Slow Start. The colossus can only take one action every that stuns, deafens, and damages creatures in its path.
two rounds. All within the 120-foot cone effect take 2d6 points of
thunder damage, are deafened for 4 rounds, and are
Spacefarer. The colossus does not need to breathe and stunned for 2 rounds. A successful Constitution (DC
ignores all adverse environmental effects from 23) save negates the damage, reduces deafening to 2
traveling through wildspace. rounds, and reduces stunning to 1 round.
Actions Thunder Clap. The colossus can clap its hands together
with great force and causing a great thunderclap to
Fist. Melee Weapon Attack: +18 to hit, reach 10 feet, occur. All creatures in a radius of 200 feet must make
one target.
Hit: 24 (4d6 + 10) bludgeoning damage. If saves verses three effects: First, all creatures must
the target is Large or smaller, it is grappled (escape DC make a Wisdom save to avoid being stunned for 1
26). Until this grapple ends, the target is restrained. round. Second, the creatures must make Constitution
saves or be deafened for 1 minute. Third, they must
make a Dexterity save or fall prone. All saves are against
a DC 22.
COLOSSUS
32
Comet Steed Comet Steed
In appearance, the comet steed is much like a large, healthy Large beast, unaligned
warhorse, always with a pure white coat. The similarity to
planet-bound horses stops there, however. Comet steeds are Armor Class 12
natives of space and can travel freely in wildspace and the Hit Points 30(4d10 + 8)
phlogiston. They are constantly surrounded by a fine, Speed 120ft., 180ft. fly(1750 ft. in wildspace)
gleaming mist which is actually a cloud of stardust. When the
comet steed flies through space, the dust cloud trails behind
it, hence its name. STR DEX CON INT WIS CHA
Amazing Horses Comet steeds are not warlike and tend to 18 (+4) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 14 (+2)
avoid combat whenever possible. Considering the great
speeds at which they can travel, the beasts can avoid combat Skills Perception +5
as they choose. The steed has the amazing natural ability to Senses Darkvision 120ft., passive Perception 15
travel at spelljamming speeds, making the rare creatures a Challenge 2 (450 XP)
highly prized mount. The stardust that it emits can be used to
create Potions of Magic Resistance. Magic Resistance. The comet steed has advantage
Lone Stars Comet steeds are very solitary animals. They on saving throws against spells and other magical
will never be seen with other creatures or other comet effects.
steeds. Their life span is approximately 200 years.
Comet steeds mate once in their lives in a ritual that lasts Flyby. The comet steed doesn't provoke
only a few days. During the mating ritual, a male and female opportunity attacks when it flies out of an enemy's
comet steed will breed, with the female bearing only a single reach.
foal. Actions
There are only two ways to obtain a comet steed as a
mount. One is to capture a young comet steed and raise it as Hooves. Melee Weapon Attack: +6 to hit, reach 5
a mount. Since young steeds are without the ability to travel feet, one target.
Hit: 11 (2d6 + 4) bludgeoning
at spelljamming speeds for the first year of their lives, it is damage.
relatively easy to capture a young foal. The difficult task is
finding a foal, considering the great rarity of comet steeds.
The other way to obtain a comet steed as a mount is to use
a ring of the comet. This enchanted ring is used for "Look at my horse. My
summoning comet steeds for use as temporary mounts.
horse is amazing! Why is
that song suddenly stuck
in my brain??"-Large Luigi
COMET STEED
33
Wildspace Cliques Each constellation in a sphere's night sky
Constellate is a constellate. They occupy their assigned positions,
As massive peaceful celestials that are millions of miles long, swapping choice information about the goings-on of the
it is nearly impossible that a spelljamming crew will ever groundling races or lamenting their eternal celestial
tangle with an entity like this. Surrounding each constellation imprisonment. The advent of spelljamming ships has created
is the ghostly image of the thing it represents – the new gossip for these beings, and their overall morale has
constellate proper. These ghostly images depict wolves, risen. Notable examples include The Centaur and A Crown
swords, warriors, and the like. from Realmspace or the Pheonix and The Rose from
Individual stars' colors vary, but most are bluish-white. Krynnspace.
Their color may relate to their age. No single star has ever Although they converse freely among themselves through
separated from its constellate group. telepathy, they never speak to corporeal life forms. Attempts
When Summoned By Aperusa When an Aperusa clan to imprison and interrogate constellates fail, for they simply
leader summons a constellate, its nature changes radically. change size to escape from their prison.
Witnesses see an immense shadowy figure shaped like the Why the Aperusa have an affinity with the constellates is an
constellation drop down from the heavens. The stars diffuse equally tantalizing mystery. They have never divulged their
and move randomly within the constellate's body. It can spells of summoning, and with the constellate as allies, it is
change size at will, usually to maintain its size relative to the unlikely that anyone will wrest the secret from the wildspace
viewers; for instance, the Panther constellate seems to nomads.
remain panther-sized whether in the sky or on a ship's deck.
The constellate gains the special abilities of the character or
object it portrays.
Very Powerful Constellates can literally destroy planets on
a whim, so it's not hard to imagine what would happen to a
Selljamming vessel if one were to be destructive. Some
believe that the Grinder asteroid belt within the heavens of
Greyspace is actually the residue of a summoned constellate's
attack. Legends speak of constellates who inflicted great
harm against a planet within that crystal sphere. The gods
retaliated against these constellates, thereby banning them
from the crystal sphere. Those summoned by Aperusa make
considerable effort to hold back their power so as not to rend
another planet to dust. The objective of an a constellate
encounter is merely to survive. It will only attack for 5 rounds
before it returns to it's position in the sky. Consult the
template below:
Constellate Template
Type: The constellate's type changs to celestial. It
retains any race or type tags.
Size: The constellate can willingly change it's
size from Gargantuan to Huge, Large, Medium or
Small.
Allignment: The constellate is always true
neutral. Credit: Monstrous Compendium Spelljammer Appendix II
Intelligence: The constellate always has an
intelligence score of 5 (-3).
Senses: The constellate has a truesight of 60 "I don't know, ask your
feet.
Damage Immunities: The constellate is immune
Dungeon Master."-Large
to radiant and poison damage.
Condition Immunities: The constellate is
Luigi
immune to fatigue, exhaustion, fear, paralyzed,
petrified, poisoned, stunned, and unconcious.
New Action: Sunbolt: The constellate gains a
sunbolt attack. A sunbolt is a ranged spell attack
that has a range of 60/120 feet. If this attack hits,
the sunbolt deals a total 4d12 plus the
constellate's DEX modifier in radiant damage.
CONSTELLATE
34
Contemplator
Contemplators live on barren asteroids, pondering the
questions of the universe. Some say that when one discovers
all the answers to all the questions, the universe will end.
A contemplator is found most often seated in the classical
thinker pose on a large stone outcropping. A gray humanoid,
12' tall, they often wear a gray toga. Consequently, unwary
adventurers may easily mistake them for a statue.
Seekers of Knowledge A contemplator yearns for all
knowledge and has deduced that the best way to gather it is
directly from the minds of other beings. To gather
information, they capture any intelligent being who lands on
or comes near their asteroid. It can create three gargantuan
50' long arms out of the surface of their asteroid in order to
complete this task. They then encase it in a stone prison and
slowly drain it's intelligence by 1 point a day. This process
requires the contemplator's undivided attention and if they at
any point becomes distracted,the contemplator does not gain
that intelligence point. If a wish, greater restoration or similar
magic restores a character's Intelligence, the knowledge
restored vanishes from the contemplator who stole it. If this
restored character ever comes within 50 miles of the
contemplator who lost the knowledge, the contemplator
immediately detects, intercepts, and attacks the character. A Credit: Monstrous Compendium Spelljammer Appendix II
contemplator cannot tolerate knowing something and then
having it taken away!
A contemplator who drains a wizard gains all the wizard's "There is no future. There
memorized spells. He casts these acquired spells only once,
for he won't waste the time necessary to write them down. He is no past. Do you see?
can only use wizard spells, not those of priests. A
contemplator still must use material components for spells Time is simultaneous, an
that require them. intricately structured
Stone Cold The contemplator spends all of his time on his
asteroid sifting through his acquired knowledge, searching jewel that humanoids
for any clue to the origin and end of the universe. He is totally
devoid of emotion, but he is usually willing to negotiate for a insist on viewing one edge
captive's life. The price is often a quest for information, such
as the answer to a question. The contemplator always sets a at a time, when the whole
time limit on the quest and, once the deal is made, never design is visible in every
reneges or renegotiates. When the contemplator has drained
the character's intelligence to 3, it uses it's massive astroid facet.”- Moorian the
arms to throw the now useless simpleton into wildspace.
Strewn about the contemplator's asteroid are the material Contemplator
remains of his past conflicts. When he tosses his victims into
wildspace, the contemplator keeps their possessions,
primarily for his experiments with newfound spells. He still
needs the components to make them work correctly.
CONTEMPLATOR
35
Contemplator Intelligence Drain. To use this ability, the contemplator
must have his victim encased in a stone prison as
Large aberration, often lawful neutral
detailed above. The victim automatically loses 1
Armor Class 21 (mind over matter) permanent point of Intelligence per full day it is
Hit Points 285 (30d10+120) encased; however, the contemplator must have
Speed 60 ft. uninterrupted concentration to drain the victim's
knowledge. If the contemplator is disturbed at any time
during the draining process, that day's Intelligence
STR DEX CON INT WIS CHA drain is nullified. When the victim's Intelligence is
reduced to 2, the contemplator's stone arm flings the
27 (+8) 16 (+3) 19 (+4) 21 (+5) 24 (+7) 10 (+0)
now-useless simpleton into space. If a wish or similar
magic restores a character's Intelligence, the
Saving Throws Constitution +9 knowledge restored vanishes from the contemplator
Skills Athletics +10, Perception +9, Arcana +7, History who stole it. If this restored character ever comes
+7, Investigation +7, Medicine +7, Nature +7, within 50 miles of the contemplator who lost the
Religion +7, Stealth +6 knowledge, the contemplator immediately detects,
Damage Immunities lightning intercepts, and attacks the character. A contemplator
Condition Immunities blinded, prone cannot tolerate knowing something and then having, it
Senses tremorsense 60 feet, passive Perception 17 taken away! A contemplator who drains a wizard gains
Languages all all the wizard's memorized spells. He casts these
Challenge 14 (11500 XP)) acquired spells only once at the same caster level as
the wizard who the contemplator just drained, for he
Asteroid Melding. A contemplator can move his won't waste the time necessary to write them down.
asteroid through space using a mysterious form of He can only use wizard spells, not those of bards,
locomotion. It is usually content to drift through space, clerics, paladins, rangers, or sorcerers. A contemplator
but when the need arises, it can move quickly in any still must use material components for spells that
direction. Treat this asteroid as an equivalent require them.
spelljamming vessel of 1000 to 7000 tons [(1d8-1)
x1000 tons; minimum of 1000 ton vessel but never Living Encyclopedia. The contemplator has advantage
more than the contemplator's Intelligence score on all Intelligence based checks.
bonus] made of solid stone with poor maneuverability. Mind Over Matter. The contemplator adds its
The contemplator must reside on or within his asteroid Intelligence modifier to its AC.
and concentrate to maintain spelljamming speed. If a
Purity of Body. The contemplator is immune to poison
contemplator's asteroid is destroyed he can assimilate
and disease.
a new one for himself by commandeering a new
asteroid and attune it to his thought processes for a Stone Camouflage. The contemplator has advantage on
year's time. Dexterity (Stealth) checks made to hide in rocky
terrain.
Encase. Any successful grab by a contemplator's
asteroid-manifested arms immediately entombs the Actions
victim inside a stone prison ½” thick. The cocoon has
ab AC of 12 and 8 hit points; the victim must succeed Multiattack. The contemplator makes three slam attacks
at a Strength (athletics) check DC of 21 to escape. The plus an additional slam for each arm it has created.
encased victim cannot use any weaponry that requires Slam. Melee Weapon Attack: +12 to hit, reach 5 feet,
movement to damage the cocoon. The “take 20” rule one target.
Hit: 12 (1d8 + 8) bludgeoning damage.
cannot be used by the interned victim to break the
stone prison because failure to break the stone Manifest Arm
The contemplator creates up to three
immediately alerts the contemplator that his “arms” out of the asteroid's surface to capture his
“encyclopedia” is moving. specimens. Each arm has 25 hit points, an AC of 21,
and the same Slam attack as the contemplator, Each
arm acts on the contemplator's initiative. If an arm is
destroyed, the contemplator can create another after
24 hours have passed. If one of the arm's Slam attacks
hits, it automatically makes a contested grapple check
against the creature at advantage.
CONTEMPLATOR
36
Delphinid Delphinid
A delphinid has a fish-shaped body with trilateral symmetry, Large fey, often chaotic good
with everything found in triplicate. The head tapers to a blunt
nose. There are three eyes placed equidistantly around the Armor Class 13
head. The mouth has three jaws, all of which are hinged. Hit Points 19(3d10 + 3)
There are three large dorsal fins equidistantly around the Speed fly 50ft. (hover)
large, central part of the body. The tail has three fins as well.
Delphinids can change color to match the swirling
phlogiston. They can make multi-colored swirls and STR DEX CON INT WIS CHA
streamers across their hide. A dead delphinid is a pale grey 13 (+1) 16 (+3) 13 (+1) 7 (-2) 12 (+1) 14 (+2)
color. They have been known to intentionally turn grey, black,
or white in order to be seen by passing sailors. Saving Throws Dex +5
Friendly Beasts Delphinids are quite friendly. They will Skills Stealth +5, Insight +3, Perception +3
play and cavort with sailors. They are dexterous enough that Condition Immunities prone
they can dive into a ship's gravity, keep control of their Senses passive Perception 13
trajectory, and make it back out. Any aggressive behavior or Languages Sylvan, Delphinid, Common
attempt to hurt or dominate a delphinid causes the entire Challenge 1 (200 XP)
school to vanish into the flow. They have been known to
occasionally help stranded sailors in the phlogiston where Adaptive Colors. The delphinid can change its colors
they exclusively reside. They only attack to protect at will to match the surrounding phlogiston. or
themselves and their friends. solid black or white to draw attention to
Interactions With Sailors Each delphinid has its own themselves. The delphinid has advantage on stealth
personality. While they travel together in a school, there does checks when changing its color.
not appear to be a leader. Each delphinid does as it pleases. Flyby. The delphinid doesn't provoke Opportunity
The group tends to follow the one with the idea of the Attacks when it flies out of an enemy's reach.
moment. They like elves, humans, gnomes, halflings, kender,
and other fun-loving races. They avoid beholders, mind Actions
flayers, neogi, lizard men, and other aggressive races. They
are neutral toward dwarves, the arcane, giff, dracons, and Slam. Melee Weapon Attack: +5 to hit, reach 10
such. If a sailor falls off a deck, delphinids have been known feet, one target.
Hit: 4 (1d6 + 1) bludgeoning
to carry him back to the ship. If they are feeling particularly damage.
jovial, they may even give a sailor a joy ride. The sight of a
school of delphinids can do wonders for the morale of a crew
that has been in space too long. Their favorite treat is various
fruits which sailors like to throw to them overboard. It is "Unfortunately for the
considered bad luck to kill a delphinid by most but the neogi delphinids, fruit is a rare
consider their flesh a delicacy.
commodity upon
Spelljamming vessels." -
Large Luigi
Delphinid
37
Hunters of Arcane No one knows of their origins but what
Dizantar is known is that they dedicate much of their lives to hunting
These creatures are always encountered in silvery, heavy and killing the Arcane. Some scholars theorize that the
plate mail of special construction with smooth, tightly fitting dizantar come from a world destroyed by conflict and that the
joints. The rest of the armor is covered with spikes and razor- dizantar blame the arcane for it's destruction. No one has
sharp edges. No part of the body is left visible. Even the eye ever gotten an answer out of one because they refuse to
slits show only black, like the depths of wildspace. Despite explain their motivations to "lesser beings". The arcane fear
the weight of this armor, dizantar move quickly, silently, and them greatly. Strangely, the arcane refuse to talk much about
with great agility. Their voices are soft and whispery. They dizantar. Any rumor of a dizantar in the area is cause for an
speak common, but most have their own language as well. arcane to vanish or immediately hire a squad of bodyguards.
There is no recorded account of what a dizantar's body Lone Wolves Dizantar can be found anywhere in space or on
looks like. When the armor is opened, all that is found is any planet. They are at home in space for short periods of
smoking black ashes. Their extreme height and three time, apparently protected by their armor. A dizantar will
fingered gauntlets lead most sages to the conclusion that they frequently commandeer a spelljamming ship to search out its
are not human. victim. They do not build their own ships.
Dizantar are always found alone. They deal with weaker
beings only if this serves their purposes. More often they take
what they need, unaffected by the resulting death or
destruction. They may work with more powerful creatures
toward a common goal, but they prefer not to. Dizantar are
cold, calculating, fearless, and not bothered by morals or
ethics. Only two things motivate dizantar – revenge and
hunting arcane. Dizantar kill arcane on sight. They spend
most of their time hunting down members of this race and
killing them. Fortunately, dizantar are far less numerous than
the masters of the spelljamming helms. Occasionally dizantar
Monsterous Compendium are encountered on missions of vengeance against other
Spelljammer Appendix creatures.
DIZANTAR
38
Dohwar
The dohwar are short, pudgy, flightless avians bearing a
passing resemblance to penguins. They are shameless
merchants, always looking for an opportunity to turn a profit.
Since the arcane (otherwise known as "Our Competitors")
are considered the greatest merchants of wildspace, the
dohwar try harder to displace them.
Money, Money, Money! For dohwar, commerce and all it's
aspects touch every aspect of their lives. They'll worship any
diety related to money regardless of that god's alignment.
Though they love money, the dohwar are generous with
religious contributions. Some speculate that they see such
tithes as "cosmic investments", with the powers in return
giving the dohwar a divine advantage in bargaining sessions.
They even call bonding with a mate a "Merger" and their eggs
are referred to as "new wares." The leaders are referred to in
business terms such as President. The dohwar know few
social skills, nor have they any interest in learning. They are
obnoxious, brash, persistent, money grubbing merchants.
Their standard way to do business is by pairing up against
prospective customers and talking them into submission.
Clients face a pair of penguins who talk non-stop and finish Credit:Monstrous Compendium Spelljammer Appendix II
each other's sentences. The merger recites a fast, lengthy list
of goods for sale, interspersed with offers to purchase various
objects on the client's person. despite their lust for wealth, Dohwar Protecter
they stick together and try not to sell each other short – at Small humanoid, usually chaotic neutral
least not often.
Dohwar Wares Dohwar wares are many and varied. Armor Class 15 (Breastplate)
Anything from the player's handbook (Chapter 5, Equipment) Hit Points 16(3d6 + 6)
may show up in a dohwar ship's hold, even things like wagons Speed 10ft., Swim 30ft.
and small boats, as well as magical items, magical weapons,
spell components, books, scrolls and potions. Gnomish
inventions also clutter many a dohwar ship. There is an 80% STR DEX CON INT WIS CHA
chance to find any specific non-magical product on a dohwar 9 (-1) 9 (-1) 15 (+2) 10 (0) 9 (-1) 8 (-1)
ship. For magical items, try using this website
https://5emagic.shop/generate# . Skills Deception +3, Perception +1,Persuasion +3
Dohwar Ecology Dohwar eat fish, vegetables, and Senses passive Perception 11
plankton. They are fond of strong drink, and alcohol does not Languages Common, Dohwar
intoxicate them. Sweets, on the other hand, are highly Challenge 1/4 (50 XP)
intoxicating; to a dohwar, one apple has the effect of strong
beer, and a few tablespoons of honey or maple syrup get it Innate Spellcasting. Dohwar can cast Detect
blind drunk. Thoughts at will.
Dohwar in Combat Most Dohwar use the Commoner stat
block with the following change: Clumsy Manipulators. The dohwar has disadvantage
on dexterity checks that rely on the use of hands.
The Dohwar can use Detect Thoughts at will.
Sugar acts as strong alcohol to them and so being Exotic Metabolism. The dohwar is immune to
alcohol, but the consumption of anything with
inebriated in this way causes the poisoned condition. sugars requires the dohwar to make a DC 15
As a race, the dohwar are not fighters. They rely on others Constitution saving throw or be poisoned for 1
to do their fighting for them. Their philosophy towards hour.
combat is to tell their hired muscle, "Here's 500 more gold
pieces. Keep attacking". Dohwar often hire giff mercenaries. Actions
In situations where they can not simply hire some muscle, Weenga. Melee Weapon Attack: +3 to hit, reach 5
Manager Dohwar are 13th level spell casters that focus on feet, one target.
Hit: 5 (1d8 + 1) piercing damage.
abjuration magics as well as serve as the helmsmen of their
merchant ships (Use Abjurer stat block from Volo's Guide).
They also have Protectors, that use special beak covering
blades called "weenga". The protectors may sometimes use
space swine as mounts.
DOHWAR
39
Dracon
A dracon is centaurlike in appearance, with the body of a
brontosaur, the torso and arms of a human, and the head of a
dragon. Its feet are flat, like those of an elephant, and it has a
long, snakelike tail. Its hands have six digits (five fingers and a
thumb) and end in claws. They speak draconic as well as
common haltingly and with a thick accent. Their speech is
often formal and ornately ceremonial.
Elegant Duelists The dracons consider themselves
civilized, and have among themselves a stylized dueling code.
Under this code, one challenges another, the challenged
getting choice of weapons (swords, bare hands, etc.). The
challenger then names the terms of the battle (to the death, to
first blood, to half hit points, or to three falls, for example).
Finally, the challenged names the place and time (within
reason, though a dracon rhyme speaks of the Battle Eternal,
in which heroes return each year to fight a single round of
combat). The dracons use these codes among themselves, but
do not offer them to non-dracons. Should an individual
outside the race offer such terms, the dracon would be honor-
Credit:
bound to adhere to them, within reason. (A single dracon will CGR1 The Complete Spacefarer's Handbook
not accept a challenge from a mind flayer, unless said mind
flayer pledges not to use its psionic blast.)
Safety in Numbers The vegetarian dracons follow a Dracon
strong herd instinct among their people, which carries
through into space. A lone dracon is a rarity and a freak Large monstrosity, usually lawful good
among its people, and the dracons prefer to travel in familial Armor Class 15(Breastplate)
units, headed by the eldest dracon, male or female. Dracons Hit Points 39(6d8 + 12)
separated from their family will take ill unless they find a Speed 40ft.
method of recreating a familial unit, and individuals have
been known to adopt non-dracons as psuedofamily members.
The leader of a dracon herd is called a kaba. The choosing of STR DEX CON INT WIS CHA
a kaba is determined not by the strongest, nor the swiftest, 18 (+4) 12 (+1) 14 (+2) 13 (+1) 13 (+1) 10 (0)
but by means of a system of kinship relations that borders on
the mystical. When dracon herds meet, the first order of Skills Investigation +3, Perception +3
business is to determine who is the kaba of the entire group, Senses passive Perception 13
empowered to make decisions. This is done in the odd Languages Draconic, Common
fashion of relationships and favors exchanged between Challenge 2 (450 XP)
groups. There is no shame for a deposed kaba taken from his
post by a new kaba that outranks him – the position is a duty, Charge. If the dracon moves at least 30 feet straight
and the reward for such duty is that someone more powerful toward a target and then hits it with a halberd
will come along and give you a rest. attack on the same turn, the target takes an extra
Dracon in WildspaceDracon relationships with humans, 10 (3d6) piercing damage.
mind flayers, elves, and dwarves are cordial and curious: all
these races are lumped under a word for "the deformed", and Actions
the dracons, usually very good at sorting out their own
differences, often ascribe human traits to elves, and elven Multiattack. The dracon makes two halberd attacks
abilities to dwarves (they can never figure out who operates or claw attacks if unarmed.
the big rock-ships). Lizard men get along very well with the Halberd. Melee Weapon Attack: +6 to hit, reach 10
dracons, and are often adopted into larger families as feet, one target.
Hit: 9 (1d10 + 4) slashing damage.
disabled smaller relatives. Centaurs and other similar races
are considered long-lost allies as well. They hate the neogi, Claw. Melee Weapon Attack: +6 to hit, reach 5 feet,
putting dracons in good stead with other races, but consider one target.
Hit: 7 (1d6 + 4) slashing damage.
the beholders comical. Beholder jokes make the rounds Dart. Ranged Weapon Attack: +3 to hit, reach
among dracons, comparing them to large kickballs used in 20/60 feet, one target.
Hit: 5 (1d6 + 1) piercing
ritual games on their home world. How long this situation damage.
lasts remains to be seen. The race of dracons holds dragons
in awe. The shalla have declared dragons to be messengers
of their gods, and their actions are watched carefully for signs "I've got a sense of humor. Even if it's sometimes at my
of the gods' wants or intentions. expense..."-Large Luigi
DRACON
40
Dragons (In Wildspace!)
For more information on dragons in general, check the
Monster Manual (pg. 86) This section details three additional
dragons found within wildspace habitats. Moon dragons, sun
dragons, and stellar dragons. These dragons are far more
powerful than the usual groundling fare. Beware, traveller!
Here be space dragons!
Moon Dragon
Moon dragons have a strong feeling of superiority. Arrogant
and elitist, moon dragons are obsessed with the moon motif
and the dichotomy of light and darkness.
Moon bases Moon Dragons live in the caves of moons.
Moon dragons eat almost anything, and they keep a well-
stocked larder of frozen victims. Only rarely do they range
about their moon for food. Moon dragons are the mortal
enemies of sun dragons and attack them on sight. Like most
dragons, they prize wealth and power. Their treasure consists
mainly of white or black pearls and diamonds, moonstones,
and any coin called a "moon" by its society.
DRAGONS/MOON DRAGON
41
Sun Dragon
The benevolent sun dragons live and cavort on the surface of
suns. Though majestic and intelligent, they love life and
freedom, showing this love in a playful attitude. The sun
dragon's coloration changes as it ages, matching stellar
evolution. At hatching, they are fiery red; as juveniles, burnt
orange; as mature adults, brilliant yellow; when venerable,
bluish white. Finally, when a sun dragon becomes a Great
Wyrm, it shrinks back to almost hatchling size and turns a
flat white color. They hate the moon dragons.
Sun Lairs Because sun dragons live on suns, very few
things are going to bother a sun dragon in it's extremely hot
home. They have very little interest in combat. Sun dragons
scoop out the fiery matter on a sun's surface and hollow out
good-sized caverns for their needs. When a sun dragon lays
its clutch of 1d4+1 fire-resistant eggs, it causes a solar flare
to erupt on the sun's surface. Sun dragon treasure is coated
with the beast's saliva to keep it from melting into
nothingness. When the items are removed from the heat of
the sun, the saliva freezes into a kind of sleet that can be
easily removed.
Death of a Sun Dragon When a sun dragon dies of old
age, the body collapses in on itself, creating a sphere of
annihilation (95% probability) or a well of many worlds (5%).
These creations are unstable, with a 1% per day chance to
dissipate.
https://docs.google.com/document/d/1J5bXkt3rQBFDlUpWYlkEHSukJsTwYudMbK8ujRqjD50/edit
DRAGONS/SUN DRAGON
42
Stellar Dragon
Big, peaceful, and highly intelligent, these enormous
philosophers of the phlogiston wander the flow seeking
discourse with the keepers of the crystal spheres.
Drinkers of KnowledgeThey consider stooping to meddle
in the affairs of smaller beings to be loutish and in bad taste.
When they encounter humanoids, stellar dragons prefer to
watch rather than involve themselves. Only rarely do they
speak with lesser beings.
However, if one has information previously unknown to the
dragon, this may gain its interest and even useful knowledge
in trade. Information is the stellar dragon's food and drink, if
anything is, and it is willing to trade in kind. (One rumor has
it that the Greyhawk wizard Bigby learned his interposing
hand and grasping hand spells from a stellar dragon in
exchange for a juicy tidbit of information.)
Stellar dragons literally consume their knowledge,
transforming it into clear or milky gems of varying size.
These gems of wisdom and pearls of knowledge push their
way outward to rest embedded in the dragon's scales. The
number of gems and pearls studding its scales mark its
status among other dragons. The encrustation also roughly Credit: Monstrous Compendium Spelljammer Appendix II
indicates its age; younger dragons have few gems, whereas https://imgur.com/a/6rpbU26 This link contains the
venerable stellars are literally covered in jewels. The chief, or statblocks.
mikado, is another case entirely (see below).
The stellar dragon's ultimate goal is truth. It abhors
dishonesty and misinformation. Though its information may
be cryptic, it is never false. A lesser being's misinterpretation
"I'd love to meet one as a
is that being's own fault. Misinformation causes a stellar customer but it wouldn't
dragon severe, painful indigestion. And as with its smaller fit in the tavern..."-Large
kin, a dragon in pain is dangerous.
Multiversal Lairs The stellar dragons' range covers the Luigi.
entire cosmos, so their exact numbers are unknown; parties
encounter them only rarely. However, once every 500 years,
the stellar dragons convene for their mating ceremony. In this
ceremony, the most worthy stellar dragons are selected by
their tribal head, called the mikado. There is only one mikado
at any time. The mikado is distinguished by the single crystal
horn on his forehead. Stellar dragon territories are vast,
extending into other planes and dimensions. Individuals
negotiate boundaries to prevent intrusion on each other's
space. However, they haggle endlessly to obtain dynamic
civilizations to monitor.
Priceless Knowledge The stellar dragon understands the
underpinnings of the multiverse. These primeval watchers
have seen the rise and fall of many civilizations. Such is the
power of this knowledge that according to some texts, the
power of artifacts and relics comes from the gems that
encrust them. The crystallized everlasting knowledge of
thousands of beings, say these legends, provides the power
that runs these wonderful objects. How these gems were
wrested from the stellar dragons remains unsaid.
Gems of wisdom and pearls of knowledge are valuable
almost beyond calculation. The information they contain can
be liberated and used to gain enormous profit. Sages and
wizards do nearly anything to gain one.
DRAGONS/STELLAR DRAGON
43
Dreamslayer
The realm of dreams is a dark, mysterious place in the mind
of every dreamer. Something in the nature of wildspace lets
certain beings use dreams as a portal, allowing them the
chance to depart the immaterial world and walk in the real
world. The dreamslayer looks for sleeping spelljammers and
attacks them through their dreams.
Spooky FormsWhen seen in a dream, the dreamslayer's
most common form is a black-shrouded humanoid figure. Its
covered face is the face of the dreamer, though its eyes are
glowing white sockets, and the facial features are twisted into
a look of pure evil.
A dreamslayer can also appear as the living thing the
dreamer fears most, or in its true form: a 7'-tall bipedal lizard
torso, glistening black, with a 3'-long tail, talons, and a pair of
draconian wings. The face is a glowing, featureless white
oval.
Corrupter of Dreams When the dreamslayer encounters a
sleeping victim in wildspace, the beast attempts to enter the
victim's dreams. The circumstances of a character's dreams
are up to the DM. The dreamslayer always seeks a dream
featuring other people, such as family or friends that the
dreamer misses. The dreamer sees the dreamslayer enter the
dream. To weaken the dreamer's will, the dreamslayer takes
control of the dream and "slays" the dreamfolk in gruesome
ways. It then engages with a mental battle with the dreamer.
Posssession If a dreamslayer reduces its victim to zero Credit: Monstrous Compendium Spelljammer Appendix II
Intelligence, it takes over the body for one day per point of the
victim's original Intelligence. During this time, the
dreamslayer does everything denied to insubstantial forms. It
eats and drinks to excess and tries to experience anger, love,
thrills, fear, and joy. Detect Evil cast on the host shows strong
evil. Detect Thoughts reveals an alien mind. When its time is
up, the dreamslayer is hurled back to the Astral Plane, and
the body collapses, dead. But if Dispel evil is cast on the
victim before that time, the dreamslayer leaves the body,
screaming. The victim falls into a deep sleep lasting 1d6
hours and awakens with no memory of the ordeal.
Dreamslayers only see sleeping beings; waking life is
invisible to them.
DREAMSLAYER
44
Dreamslayer Actions
Medium fiend, always chaotic evil
Intelligence Drain.
Melee Weapon Attack: +5 to hit,
reach 5 feet, one creature. The target's intelligence
Armor Class 22
score is reduced by 1 point. Otherwise, the reduction
Hit Points 36(8d8)
lasts until the target wakes up and regains 1 point
Speed 40ft., 70ft fly every 10 minutes. If a creature intelligence is reduced
to 0 from this attack, the dreamslayer takes control of
STR DEX CON INT WIS CHA the creature's body. Its stats become that of the
creature's but use the Intelligence and Wisdom scores
6 (-2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 12 (+1) of the dreamslayer. The dreamslayer can be forced out
with a dispel evil and good spell, which would return
Saving Throws Cha +3 the victim to life with 1 hit point. Killing the host also
Skills Stealth +5,Intimidation +3 sends the dreamslayer back to the astral plane. The
Condition Immunities Frightened, unconscious possession lasts for 1 day per intelligence point the
Senses passive Perception 11 creature had. If the dreamslayer is not expelled before
Languages same language as the dreamer then, the dreamslayer is hurled back to the astral plane
Challenge 3 (700 XP) and the creature dies.
Dream Traveler.
The dreamslayer exists in the astral Dream Slay. The Dreamslayer slays the dream versions
plane and cannot see into the material plane unless it's of the of the dreamer's friends and family. A typical
possessing a creature. The dreamslayer can only see dream features 1d6 of these "dreamfolk". The dreamer
those who are asleep and are dreaming. When the sees the dreamslayer enter the dream. To weaken the
dreamslayer invades a creature's dream, it can alter the dreamer's will, the dreamslayer takes control of the
dream however it wants to transform it into a dream and "slays" the dreamfolk in gruesome ways.
nightmare. A dreamslayer can only be attacked inside a With each slaying, the dreamer (who can only watch,
dream, and then only by the dreamer unless Dream is not act) must roll a DC20 Constitution saving throw to
cast. wake up, sending the dream slayer back to the astral
plane. On a roll of 13 or higher, does not lose
Magic Resistance. The dreamslayer has advantage on intelligence points but does not awaken. A failure
saving throws against spells and other magical effects. results in a loss of 2 intelligence points.
Shapechanger. The dreamslayer can use its action to
polymorph into a Huge or smaller creature, often
taking the form of what the dreamer fears the most or
back into its true form. Its statistics, other than its size,
are the same in each form. It reverts to its true form if
it dies.
DREAMSLAYER
45
Dweomerborn
Matter and energy are seldom annihilated. The magical
energy used to propel spelljamming ships produces its own
"exhaust" trail, invisible to the eye but detectable by detect
magic. This energy sometimes forms into a sentient monster
called a dweomerborn. These bizarre creatures wander the
spacelanes of wildspace feeding on magical energy. They
look especially for spelljamming ships.
Consumers of MagicThe dweomerborn drains
spellcasters, magical items, and other sources of magic
(except artifacts, relics, and helms). They can cause magical
items to lose their magic permanently and can cause
spellcasters to lose the spells they have prepared. Contact
with an anti-magic field will destroy the dweomerborn
instantly. Once the dweomerborn has consumed 15 spell
levels (for magic items, slots are calculated as Common=1,
Uncommon=3, Rare=5, Very Rare=7, Legendary=9), it jumps
off the ship, having been sated by the ship's magical items
and spellcasters.
Credit:
Born of Spelljamming Exhaust All spelljamming ships Monstrous Compendium Spelljammer Appendix II
except those powered by orbi, forges, furnaces, and non-
magical engines can supply the energy to bring a
dweomerborn into existence. The chance of giving "birth" to
a dweomerborn is 1% for every two levels of the spelljammer;
roll the chance once per month of game time. The ship's
magical exhaust provides the last bit necessary for a birth.
DWEOMERBORN
46
Elmarin
They are semisentient fire beings that live in wildspace,
usually in close proximity to fire-based celestial bodies. They
appear as naturally glowing balls of fire in a number of
colors, ranging from deep red to light violet. Two darker spots
toward the front of the orb resemble eyes.
Curious Fires The elmarin are drawn by warmth and
energy. The activity of a spelljamming ship is such to attract a
pack of them to investigate. They are often more curious than
harmful, zipping about the rigging and through open
hatchways, bouncing off the walls and leaving large scorch Elmarin
marks. Once in contact with flammables, however, they start Small elemental, unaligned
inflicting damage. Each round, an elmarin can cause
flammables within 5 feet of it to burst into flame, starting Armor Class 14
fires throughout the ship. This is unintentional on the Hit Points 79 (7d6 + 55)
elmarin's part, but no less damaging. If attacked, the elmarin Speed 5 ft., swim 50 ft.
will attempt to escape, burning through decks and walls as it
can. The elmarin's fire has no effect on stone or metal.
They enjoy the relative coolness of space above the surface STR DEX CON INT WIS CHA
of fire-based celestial bodies (such as suns) and can often be 6 (-2) 19 (+4) 15 (+2) 1 (-5) 11 (+0) 14 (+2)
found here dancing, bobbing, and weaving about. Ships that
are attacked and damaged by the elmarin are usually the Skills Acrobatics +6
victims of the creatures' curiosity rather than maliciousness. Damage Resistances bludgeoning, piercing, slashing
Holders of Rare Treasures! There is a 1 in 20 chance that damage from nonmagical weapons
the death of an elmarin will leave behind an ioun stone of Damage Immunities lightning
Rare rarity. Profiteering gnomes in their steel ships Condition Immunities grappled, petrified
sometimes cruise the upper reaches of stars looking for Senses passive Perception 10
elmarin, willing to slay many to gain a few ioun stones. The Languages -
sudden appearance of elmarin is a good sign to sailors Challenge 4 (1100 XP)
trapped with a furnace drive and no magic to feed into it.
HANDLE WITH CARE Attempts to take them into the Fire Form. The elmarin can move through a space as
phlogiston will result in their immediate detonation, unless narrow as 1 inch wide without squeezing. A
they are in a completely sealed box or extradimensional creature that touches the elmarin or hits it with a
space. Such detonation will result in 1d8 fire damage for melee attack while within 5 feet of it takes 5
each hit die of the elmarin to all within 20 feet of the (1d10) fire damage. In addition, the elmarin can
creature, and all flammable items in that area immediately enter a hostile creature's space and stop there. The
catch fire (subject to a DC 20 Dexterity Saving throw), first time it enters a creature's space on a turn, that
causing more detonations in the Flow. Attempts to creature takes 5 (1d10) fire damage and catches
domesticate the elmarin have failed, save for certain mages, fire; until someone takes an action to douse the
who use special variations of spells that conjure and fire, the creature takes 5 (1d10) fire damage at the
command elemental creatures. They are generally useless start of each of its turns.
minions, and are feared even by the explosion-loving giff, who Illumination. The elmarin sheds bright light in a 30-
at least recognize their potential for causing damage. foot radius and dim light in an additional 30 feet.
A legend involving elmarin goes as follows: A mage thought Water Susceptibility. For every 5 feet the elmarin
he had discovered a method to domesticate the elmarin and moves in water, or for every gallon of water
fit them into a special harness they would not burn through. splashed on it, it takes 1 cold damage.
He hooked the harness to a sled and commanded the elmarin
to fly. This they did, on a direct course for the surface of the Cool Down. When an elmarin dies, it fizzles out and
sun. Whether the tale is true or intended as a cautionary disappears. Roll a d20 upon its death. On a 20, the
legend is unknown. elmarin drops an ioun stone when it dies.
Elmarin reproduce by fission and are sexless. They lack
the ability to move at the high speeds generated by Actions
spelljamming craft, but will drop into the air envelopes and Multiattack. The elmarin makes 1d8 burn attacks.
tag a ride with passing craft.
Burn. Melee Weapon Attack: +6 to hit, reach 5 feet,
one target.
Hit: 7 (1d6 + 4) fire damage. If the
target is a creature or a flammable object, it ignites.
Until a creature takes an action to douse the fire,
the target takes 5 (1d10) fire damage at the start of
each of its turns.
ELMARIN
47
Ephemeral The ephemeral's AC is 18. It's HP is 22.
The ephemeral's Challenge Rating is 2(450 XP)
Ephemerals are noncorporeal undead believed to be the The ephemeral does not have the ghost's
spirits of individuals who have died in the phlogiston. They horrifying visage or etherealness traits.
appear as dusty gray humanoids. Ephemerals are attracted
by use of magical energy, and a passing spelljammer helm
might attract a group of them.
Stranded Souls Ephemerals packs wander the phlogiston "They're literally just
in groups of 1d8 individuals. They are the disembodied
spirits of the dead or cursed who have perished in the Flow. weaker ghosts." -Large
Unable to reach their home and the rewards (or
punishments) of their afterlife, they exist only to eventually Luigi
return to a final resting place.They can not leave the
phlogiston without posessing a living creature. The undead
will first ask for passage back to their crystal sphere of origin
in the languages that it knew in life. If this request is denied,
they will attack in an attempt to possess a host by force. All
manner of races, whether man, mindflayer or neogi have
been harrassed by these spectral hitch-hikers. An ephemeral
within its host immediately sets about returning to a crystal
sphere. It will do whatever it takes to achieve this goal,
including fighting the host's former allies. The ephemeral will
use the physical abilities of the individual it takes over but
cannot use any magical or special abilities. i.e., An ephemeral
could take over a mind flayer, but could not use its mental
blast.
Ephemeral in Combat
To use the Ephemeral in combat, use the Ghost
statblock with the following changes:
EPHEMERAL
48
Fal Fal
The Falmadaraatha (or "Fal" for short) are huge, slug-like Gargantuan aberration, often neutral
creatures that dwell inside hollow, lifeless asteroids. They are
among several races that share the title "scholars of Armor Class 19 (natural armor)
wildspace". Hit Points 232(15d20 + 75)
Peaceful Asteroid Dwellers These gentle, brilliant, Speed 5ft., 5ft. fly, 5ft. burrow
inoffensive giants burrow through small planets that contain
no sentient life and make their lairs inside. They find combat
abhorrent. Their first course of action is to simply lift a foe STR DEX CON INT WIS CHA
with their telekinses and holds them 30 ft. off the ground 27 (+8) 6 (-3) 21 (+5) 20 (+5) 18 (+4) 21 (+5)
until it stops fighting. Hitting the Fal could break the
creature's concentration. If given no other choice, it will use Skills Arcana +10, History +10, Nature +10,
it's powerful bite. It's massive size allows it to restrain foes in Perception +9, Religion +10
it's mouth. The Fal does not swallow, until it tries to persuade Condition Immunities Incapacited, prone
the foe to surrender in a peaceful manner. Should the foe Senses passive Perception 20
agree to surrender, then renege on its word, the Fal attacks Languages Fal, Common, any humanoid and demi-
with no quarter. To the Fal a promise is sacred. human languages of DM's choice
These massive creatures are up to 50ft long and often live Challenge 10 (5900 XP)
alone in the asteroids they inhabit but can rarely (5% chance)
be found in groups of up to three. Innate Spellcasting. A fal can innately cast telekinesis
Honest Geniuses Despite this solitude, the Fal enjoy at will, requiring no material components.
polite company, provided it does not visit often. (To a Fal
more than once a year is "often".) Any alignment may visit, Actions
though the Fal are wary around chaotic evil and lawful good Bite. Melee Weapon Attack: +12 to hit, range 10
beings. The Fal consider these two alignments too extreme in feet, one target. Hit: 26 (4d8+8) piercing damage.
their philosophies. They are never in a hurry to do anything If this attack hits a large-sized or smaller opponent,
because they talk very slowly and live for 2000 years. The Fal the falmadaraatha can choose to grapple the
have a well-deserved reputation as some of the best sages in creature (DC 20) and continue using bite attacks
the multiverse. They answer questions in exchange for gifts against it. While grappling a creature in this way,
worth more than 100 gp, anything from a bottle of fine wine the falmadaraatha cannot use bite attacks against
to a book or a painting. Unlike normal sages, however, the Fal anything else.
do not limit themselves to one or two subjects. This, they say,
denies the opportunity to learn all the multiverse has to offer.
The speed at which they can answer a question varies on the
table below.
Fal Answer Speed Table
Answer Time d100 result
Instantly 1-30
1d10 days 31-60
1d10 months 61-89
1d10 years 90-100
FAL
49
Feesu Swarm of Feesu
Feesu are space-going moths that travel in swarms that are a Medium swarm of small beasts, unaligned
great nuisance to space travellers. Many spelljamming sailors
consider them bad luck, with good reason. A flock of feesu Armor Class 12
appear as a mass of giant moths bathed in a sphere of soft Hit Points 24 (7d8 − 7)
phosphorescent green light. Individual feesu look like Speed 5ft., 30ft. fly
groundling moths. Like all moths, feesu are attracted to light.
Harbringers of Suffocation Since they require air to
survive, their wings trap and store air. Thus, when feesu leave STR DEX CON INT WIS CHA
a spelljamming ship, they inadvertently pull away one day's 9 (-1) 15 (+2) 9 (-1) 2 (-4) 10 (+0) 3 (-3)
worth of air per feesu that escapes. The feesu instinctively
seek sources of bright light, perhaps to recharge the Damage Resistances bludgeoning, piercing, slashing
phosphorescent glow in their bodily fluids. Hence they fly Damage Vulnerabilities Fire
headlong toward any major light source, including blazing Condition Immunities charmed, frightened,
suns. After one turn within 5' of a bright light source such as grappled, paralyzed, petrified, prone, restrained,
any form of light spell, lantern, or light-producing magical stunned
item, the feesu is "recharged" for 24 hours. Waving weapons Senses passive Perception 10
around or shouting can be used to intimidate swarms away Challenge 1/4 (50 XP)
from a ship. If all the light sources are put out, the
spelljamming ship becomes much less appealing to them as Oxygen Storage. Feesu store oxygen in their wings.
well. A feesu swarm often contains 6 individuals. When a feesu swarm enters a spelljammer's air
"Hey, What's that Glowing?" The problem with the feesu envelope and then leave it, it takes 1d6 days of
swarm is that its glowing cloud near the ship creates a signal oxygen away.
beacon for monsters and raiders. Pirates find these creatures Swarm. The swarm can occupy another creature's
to be an omen that a ship they can attack is nearby. Curiously, space and vice versa, and the swarm can move
the Aperusa consider the feesu good luck. This is probably through any opening large enough for a Small
because it means there will soon be a wrecked ship they can feesu. The swarm can't regain hit points or gain
salvage. The wounds left by their bites glow for 1d12 hours. temporary hit points.
"Why Would Anybody Want These Things??" The feesu's
bodily fluids are sometimes used to create a phosphorescent Actions
pigment. When exposed to a strong light source, the paint
glows with the strength of a normal light spell for one hour. Bites. Melee Weapon Attack: +3 to hit, reach 0 feet,
one target in the swarm's space.
Hit: 8 (2d6 + 1)
Spelljammers find this useful for travel in the phlogiston. piercing damage, or 4 (1d6 + 1) piercing damage if
Tinker gnomes, never known for doing things the easy way, the swarm has half of its hit points or fewer.
trap feesu in elaborate cages and use the moths themselves
for light while in the phlogiston.
Credit:
Monstrous Compendium Spelljammer Appendix II
FIREBIRD
51
Firelich Firelich
Fireliches are high-level evil mages whose bodies were Large undead, always evil(any)
prepared for lichdom upon their death. Such mages, either
through ignorance (such as in casting fire spells) or spell Armor Class 20 (natural armor)
failure, exploded in the phlogiston. The lich-preparation Hit Points 88 (16d10)
spells in their bodies turned them into living fireballs of Speed 0 ft., fly 100 ft. (hover)
undeath, racing through wildspace, screaming in eternal pain
and looking for something to collide with, as a way to
extinguish the flames. STR DEX CON INT WIS CHA
Seeking DeathUnlike its groundling brethren, a firelich 20 (+5) 16 (+3) 10 (+0) 18 (+4) 6 (-2) 10 (+0)
goes out of its way to find confrontation. Its blazing eyes
always seek spelljamming ships, in the same way that a Saving Throws Con +4
person on fire would look for water or a blanket. The firelich's Skills Arcana +8, Perception +2
only goal is to snuff out it's own painful existance. Although it Damage Immunities fire, poison
is a lich, the firelich cannot cast spells known in its previous Condition Immunities poisoned, prone, restrained
existence. It has no limbs for the somatic components of a Senses passive Perception 12
spell, and it cannot mouth words for the verbal portion. Languages understands the languages it knew in
Fireliches are solitary, shunning even those who share life, but only screams
their suffering. Due to their pain and probable madness, Challenge 9 (5000 XP)
fireliches are not communicative, though some observers
have managed to coax a few fireliches to reveal their Alert. The firelich cannot be surprised, nor do
identities. A firelich can only die if it is doused in holy water. creatures get advantage on attack rolls to hit her
If it does not die from it's impact with a spelljammer ship, it from being hidden. Its initiative also increases by 5.
screams in frustration and flies away at spelljamming speeds. Dreadful Scream. Any creature that can hear the
How? With Reality Bending Explosions! It is unknown firelich must make a DC 16 Wisdom saving throw.
how the wizard gets from the phlogiston to wildspace. Since On a failed save, the creature is Frightened until the
the only wizards that can become fireliches are the ones that start of its next turn. If a creature's saving throw is
had made previous preparations for lichdom, some guess successful, the creature is immune to the firelich's
that the arcane lich ceremonies tear a temporary hole into Dreadful Scream for the next 24 hours.
wildspace. The energy to create this tear may come from the
explosion that created the firelich. If this is true, the hole Illumination. The firelich sheds either dim light in a
certainly closes immediately after the firelich enters 25-foot radius, or bright light in a 15-foot radius
and dim light for an additional 15 feet. It can switch
wildspace. between the options as an action.
Rejuvenation. If the firelich is destroyed, it regains 1
hit point immediately unless holy water is sprinkled
on its remains or a dispel magic or remove curse
spell is cast on them. Splashing holy water on them
or casting dispel magic/remove curse while its alive
kills the firelich instantly.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 feet,
one target.
Hit: 12 (2d6 + 5) bludgeoning damage
damage. On a hit, the helmsman makes a DC 16
Dexterity saving throw for the ship. On a success,
the firelich explodes at a point centered on itself.
Each creature in a 20-foot-radius sphere centered
on that point must make a DC 16 Dexterity saving
throw. The explosion spreads around corners. A
creature takes 70 (20d6) fire damage on a failed
save, or half as much damage on a successful one.
On a failure the firelich breaches the hull ending up
in one of the decks. On a roll of natural 1, the
firelich puts a hole through the entire ship.
Regardless of the outcome, the firelich attempts to
Credit: Monstrous Compendium Spelljammer Appendix II flee after this attack is resolved.
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!"-
Felzern the Firelich
FIRELICH
52
Flame Swallow Flame Swallow
Flame swallows are magnificent, graceful birds similar in Small beast, unaligned
appearance to terrestrial swallows, except that their
wingspan is often five feet or more. They have the same Armor Class 17 (natural armor)
forked tail as swallows. Their color is bright red on the back Hit Points 19(3d6 + 9)
of the head and down the back, shading to brilliant orange on Speed 20ft., 90ft fly
the upper surfaces of the wings and on the tail. Their bellies
and the undersides of their wings are bright yellow. Their
beaks are short, but sharply-pointed, and can deliver a nasty STR DEX CON INT WIS CHA
peck. 13 (+1) 16 (+3) 17 (+3) 1 (-5) 12 (+1) 6 (-2)
Strange Omnivores Although flame swallows seem to
prey on other fire-dwelling creatures such as fire bats when Damage Vulnerabilities cold
these other creatures are available, this seems to represent a Damage Immunities fire
preference rather than a necessity. Flame swallows seem to Senses passive Perception 11
be able to survive without any such source of food. Sages Challenge 3 (700 XP)
theorize that they draw the energy they need to survive
directly from their environment. This has yet to be confirmed, Flyby. The flame swallow doesn't provoke
however. Flame swallows in turn are preyed upon by other Opportunity Attacks when it flies out of an enemy's
fire-dwelling creatures. (Fire bats and flame swallows seem reach.
particularly inimical, and generally attack each other on
sight.) Due to their ability to subsist on no food, there is much Heated Body. A creature that touches the flame
controversy over just what position flame swallows hold in swallow or hits it with a melee attack while within 5
the food chain. feet of it takes 4 (1d8) fire damage.
Difficult Familiars Flame swallows are thought to have Illumination. The flame swallow sheds bright light in
arisen on the Elemental Plane of Fire, but are extremely rare a 10-foot radius and dim light for an additional 10
there. Some sages think that the creatures find fire worlds on feet.
the Prime Material Plane as more attractive homes than their
native plane. Flame swallows can't survive in an environment Actions
colder than the environs of a fire world. If the ambient Beak. Melee Weapon Attack: +4 to hit, reach 5 feet,
temperature drops below that of boiling water (212° F), a one target.
Hit: 1 piercing damage plus 4 (1d4 + 2)
flame swallow suffers 1d6 points of damage each round that fire damage.
it's exposed to this "frigid" environment. These creatures are
able to be trained and are often kept as pets by the efreeti of
Ignia. Any non-fire elemental looking to take a flame swallow
on as a familiar or pet must acquire an Ignia band, that goes
on the bird's leg. This locks in the animal's heat and keeps it
"All pets MUST be leashed,
from dying while traveling with it. They also enjoy starting kenneled or kept in a
fires to play in them so house breaking them for
spelljamming vessels is... Challenging to say the least. portable demiplane!" -
Large Luigi
Credit:
Monstrous Compendium Spelljammer Appendix II (Yes, I
know the official art only has two arms. That is incorrect.)
FLOWFIEND
54
Focoid Focoid
Focoids are gelatinous creatures consisting of three spheres Large ooze, usually neutral
that are joined into a short chain.
Navigational Hazards They move their gelatinous bodies Armor Class 20
into lenses, focusing intense sunlight on any object they Hit Points 51(6d10 + 18)
choose, thus burning targets and lighting rigging and decks Speed fly 60ft.(hover)
on fire. In many ports, spelljamming crews can collect hefty
bounties of 50 gp for every dead focoid they bring in but these
bounties can go up to 500 gp if the danger they present to a STR DEX CON INT WIS CHA
crystal sphere is bad enough. Their transluscent skin makes 10 (0) 23 (+6) 17 (+3) 10 (0) 13 (+1) 5 (-3)
them difficult to see against a wildspace sky unless they
move. This is doubly true for their favorite habitat, orbiting a Skills Perception +3, Stealth +8
fire world or star. This also happens to be the creature's Condition Immunities blinded, prone, restrained
favorite position to attack from. There is a small mouth at one Senses Blindsight 120 ft. passive Perception 13
end of a focoid. Until its last meal is completely digested, the Challenge 4 (1100 XP)
food can be seen through the creature, temporarily rendering
it visible. Focoids are obligate carnivores. Amorphous. The focoid can move through a space
Focoid Ecology Each section of the focoid's body can be as narrow as 1 inch wide without squeezing.
changed into various shapes. It may do this to indicate
changes in mood and communicate to other focoids. Focoids Transparent Skin.
The focoid has advantage on
are generally solitary creatures and on rare occasion will Dexterity (Stealth) checks.
leave their home to fly into deep space where it can no longer
attack anything, but it's transluscent skin keeps it relatively Actions
safe for the journey. They do this migration to seek out other Multiattack. The focoid makes three attacks either
focoids to mate with. Focoids mate by gathering in groups of with its heat ray.
3, where each will create a new sphere to contribute to a new
life. When the newborn focoid is formed, the parents will Heat Ray. Ranged Spell Attack: +8 to hit, reach
disperse to leave the new focoid to fend for itself. It's heat ray 60/750 feet, one target.
Hit: 12 (1d12 + 6) fire
damage.
lens is the only way it can kill it's food as it's mouth is
completely ineffective for combat. Scholars have confirmed
these creatures are sentient and only attack to obtain food.
They have no ill will towards any being, though most
spacefaring races hate the focoids.
FOCOID
55
Giant Praying Mantis Giant Praying Mantis
The giant praying mantis is a creature native to Realmspace. Medium beast, unaligned
It is found on the planet Toril in Comanthor. It is also native
to the giant seaweed patches of Karpri. Armor Class 16 (natural armor)
Large Ambush Predators In Comanthor, their prey of Hit Points 65(10d8 + 20)
choice is the giant stag beetles of its' forests. They are among Speed 39ft.
the top of the food chain in Karpri's kelp forests. Like their
significantly smaller cousins, the giant preying mantis is an
ambush predator STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 15 (+2) 2 (-4) 14 (+2) 11 (0)
Actions
Multiattack. The mantis makes two attacks: one with
its fore-legs and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 10
feet, one creature. Hit: 22 (4d8+4) piercing
damage.
Forelegs. Melee Weapon Attack: +6 to hit, reach 10
feet, one creature. Hit: 13 (2d8+4) slashing
damage, and the target is grappled (escape DC 16).
If the target is Large or smaller, it is also re strained
until this grapple ends. While grappling the target,
the mantis has advantage on attack rolls against it
and can't use this attack against other targets.
When the mantis moves, any Large or smaller target
it is grappling moves with it.
G
iant space hamsters are hamsters from space!
That are (usually) giant! They are usually about
the size of groundling brown bears and though Giant Space Hamster
they appear fat, they are quite muscular. Giant Large beast, unaligned
space hamsters come in a wide varity of
shapes and colors but the classic coloration is Armor Class 12
golden-brown with white underbellies and Hit Points 30(4d10 + 8)
spots. Speed 30ft., burrow 10ft.
Space Hamster Origins The giant space hamsters were
first bred into existence by the gnomes of Krynn. They are STR DEX CON INT WIS CHA
mainly used as livestock for their delicious meat called
"spaham." Their original purpose was to be used as power 14 (+2) 15 (+2) 14 (+2) 3 (-4) 13 (+1) 10 (0)
sources in Gnomish Sidewheelers, in which the giant space
hamster would run within the massive wheel of the vessel. Saving Throws Dex +4
This ensured that they would breed widely. Giant space Skills Athletics +4
hamsters reach maturity in only 2 years, breeding quickly and Senses Darkivsion 60ft., passive Perception 11
living for 18 years. The fact that they are immune to disease Challenge 1 (200 XP)
means that giant space hamsters are legal livestock in all
major space ports. Disease Immunity. The giant space hamster is
Did You Know? The giant space hamster can fit up to 200 immune to all diseases.
lbs of food in it's cheek pouches! That's an average of 5 Keen Smell. The giant space hamster has advantage
gnomes! on Wisdom (Perception) checks relying on scent.
The Githyanki of Stardock as of 1592 go through 50 crates
of spaham per year! Actions
Boo, Minsc's companion, is a miniature giant space Bite. Melee Weapon Attack: +4 to hit, reach 5 feet,
hamster! one target. Hit 13 (2d10 + 2) piercing damage. On
The Giant Space Hamster Quarterly is the most popular a hit, if the target is a Medium or smaller creature, it
publication on Krynn! become grappled in the hamster’s cheeks (escape
There are over 20 recorded variants of giant space DC 12). The hamster can hold one Medium
hamsters, including the fire-breathing phase doppleganger creature or two Small creatures in its cheeks at
giant space hamster! once.
Giant Space Hamster of Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 24 (4d8 + 6) piercing damage. If the
Ill Omen target is a Huge or smaller creature, it must make a DC
Gargantuan aberration, netural 18 Dexterity saving throw or become grappled in the
hamster's cheeks (escape DC 18). The hamster can
Armor Class 13 (natural armor) hold infinite creatures in its cheeks' extradimensional
Hit Points 350 (10d8 + 20) space.
Speed 40 ft., burrow 10 ft. Claw. Melee Weapon Attack: +10 to hit, reach 10 feet,
one target.
Hit: 13 (2d6 + 6) piercing damage.
STR DEX CON INT WIS CHA Synaptic Spark. The hamster sends a jolt of psychic
22 (+6) 12 (+1) 25 (+7) 18 (+4) 14 (+2) 11 (+0) energy at up to 3 creatures it can see within 30 feet of
it. That creature must make a DC 16 Intelligence saving
throw or take 7 (2d6) psychic damage. A creature
Skills Athletics +10, Perception +6 damaged by this ability must roll 1d4 and subtract the
Damage Immunities poison result from any attack rolls, ability checks, and
Condition Immunities poisoned Constitution saving throws to maintain concentration
Senses darkvision 60 ft, Passive Perception 16 the creature makes until the hamster’s next turn.
Languages understands all languages but can’t speak,
telepathy 120 ft. Legendary Actions
Challenge 12 (8400 XP)
The hamster can take 3 legendary actions, choosing
Space Hamster Survivability. The grell has advantage on from the options below. Only one legendary action
saving throws against charms or any mind-altering or option can be used at a time and only at the end of
mind-reading effect. another creature’s turn. The hamster regains spent
legendary actions at the start of its turn.
Innate Spellcasting (Psionics). The hamster uses Wisdom
for its spellcasting modifier (spell save DC 16, +8 to hit Claw Attack. The hamster makes one claw attack.
with spell attacks). It can cast the following spells Psionic Shield. The hamster creates a magical shield
without any components:
At will: detect thoughts, that grants its 11 (2d10) temporary hit points.
levitate, telekinesis
3/day each: fear, dominate
monster, lightning bolt, teleport (self only)
1/day each: Cast a Spell (Costs 2 Actions). The hamster casts one
synaptic static, wall of force spell.
Roll Over (Costs 2 Actions). The hamster rolls over,
Actions moving up to 40 feet along the ground in one
Multiattack. The hamster makes one bite attack and two direction. Each creature in the hamster’s path must
make a DC 19 Dexterity saving throw. On a failed save,
claw attacks, then uses its Synaptic Spark action.
a creature is crushed, taking 28 (8d6) bludgeoning
damage and becoming grappled (escape DC 19). If the
hamster moves more than 5 feet, it frees all creatures
restrained in this way. Creatures that succeed at their
initial save are not restrained and can move to the
closest open space adjacent to the hamster.
Disease Immunity.
The hamster is immune to all
diseases.
Keen Smell. The hamster has advantage on Wisdom
(Perception) checks relying on scent.
Actions
Multiattack The tyranhamsaurus rex makes two
attacks: one with its bite and one with its tail. It
can't make both attacks against the same target.
Bite. Melee Weapon Attack: +7 to hit, reach 10
feet, one target.
Hit 20 (3d10 + 4) piercing
damage. If the target is a Medium or Small creature,
it must make a DC 15 Dexterity saving throw or
become grappled in the hamster’s cheeks (escape
DC 15). The hamster can hold one Medium
creature or two Small creatures in its cheeks at
Credit: AllieBriggsArt once.
Tail. Melee Weapon Attack: +7 to hit, reach 10 feet,
one target.
Hit 23 (3d12 + 4) bludgeoning damage.
The target must make a DC 15 Strength saving
throw or be pushed 10 feet away and knocked
prone.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 feet,
one target.
Hit: 1 piercing damage.
Variants
Below is a list of giant space hamster variants. All of them
use the same statistics as the giant space hamster with
changes listed.
GIANT SPACE HAMSTER
61
Golems Furnace Golem
The Spelljammer setting has two new golems detailed below. Large Construct, usually neutral
Furnace Golems and Radiant Golems.
Armor Class 18 (natural armor)
Furnace Golem Hit Points 210(20d10 + 100)
Speed 30ft.
The furnace golem is created through a similar process as
iron golem but requires 6000lbs of iron, a fireball spell to
light it's furnace and an awakening spell that grants it STR DEX CON INT WIS CHA
intelligence. Most have a bipedal humanoid design and are 29 (+9) 9 (-1) 20 (+5) 11 (0) 11 (0) 8 (-1)
dutifully obedient to their creators. That's where all
similarities between to two constructs ends. The intelligent Damage Immunities Fire, Poison, Psychic;
constructs speak in slow booming voices without inflection or Bludgeoning, Piercing, and Slashing From
tone and their hinged mouths move, having an observable Nonmagical Attacks That Aren't Adamantine
firey glow as it opens and closes. These massive 12 ft. tall Condition Immunities Charmed, Exhaustion,
constructs can pick up and use devices made for giants with Frightened, Paralyzed, Petrified, Poisoned
their incredible strength. Senses Darkvision 120ft. passive Perception 10
Sentient Helms Furnace golems are capable of acting as Languages Same as creator
spelljamming helms, working in much the same way as a Challenge 16 (15,000 XP)
furnace helm. They can consume a magical item by placing it
in their mouths and their magic molten core destroys it. A Fire Absorption. Whenever the furnace golem is
ship is not required and it may carry one humanoid with subjected to fire damage, it takes no damage and
enough air to last 2d6+7 days. See the magic item instead regains a number of hit points equal to the
consumption table below: fire damage dealt.