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Showing posts with the label space fantasy

Cosmic Siren

Carried on monochrome wings as black as the void and as bright as a star, the cosmic siren haunts a sphere’s spaceways luring spaceships to their doom or singing a moon’s populace to their final rest, and then feasting on their ruined corpses. Her body is that of a lovely maid save as large as an ogre and with feet that end in sickle-like talons. A flowing, charcoal mane serves as the only clothing she ever wears, her lips stained ruby red by diet, and her eyes smoldering like red dwarves. Unlike a normal siren, she also sports a thick, plummed tail as powerful as any dragons. As the cosmic siren often leads a flock of lesser kin from planet to planet, one might wonder how such a feat as managed as normal sirens are not immune to the rigors of open space. Simply, they charm a ship's crew to carry the flock from place to place until it is time to explode like a flock of bats from their cave to claim new victims. Cosmic Siren Large fey, chaotic evil ...

Acherontia Doomsayer

Wherever the acherontia’s wings flutter, doom shall follow. Everyone knows this adage and feels unrelenting dread whenever one of these moth-like humanoids appears in the vicinity. Standing just over 6 feet tall, not including antennae, the archeronita has a waspish figure - pun intended. Their spindly limbs are covered in a fine downy, their wings a colorful collection of skulls. Most find their faces vaguely human, if not for the massive, glowing red eyes. The humanoids wear free-flowing shrouds befitting their cosmic duties. The doomsayer never seeks conflict but is often set upon whenever they appear. Whenever the acherontia arrives at a location it is merely to watch the tragedy unfold. However, many falsely believe slaying them will avert disaster. Often, this leads to further heartache for while the doomsayers are a peaceful lot, they are not pacifists and will defend themselves. Acherontia Doomsayer Medium humanoid (Acherontia), lawful neutral ...

Congealed Nebula

Some would say that nebulas from which it stars are born. Sometimes, though, this comic womb produces only stillborn matter and eventually becomes a hungering, hateful force onto itself. Pulling itself together into a congealed mass of dust, rage, and radiation, the nebula seeks out life and burns it to ash. Thankfully, the resulting ooze is much smaller than a heavenly feature, but it is still a deadly menace floating through the spaceways or searing its way through a planetoid’s populace. Even worse, humanoids slain by the nebula find no rest but instead rise as an ever-growing tide of Solarwind Specter just as bent as reducing all to dust. Congealed Nebula Huge ooze, unaligned Armor Class 8 Hit Points 150 (12d12 + 72) Speed 276 (24d10 + 144) Climb 20ft Str 23 Dex 7 Con 22 Int 1 Wis 12 Cha 3 Saving Throws Con+9 Skills Perception +4 Damage Immunities acid, cold, radiant ...

Curator

Crafted from enchanted glass and rune-etched metal, the curator appears fragile at first blush. However, the first time they are struck by a weapon and fail to crack, their hardened nature becomes apparent. The core chassis of the construct resembles a smokey decanter swirling with mist that forms shapes related to whatever ship the curator is bound to. Its head sits where a cap would be, each ornate and unique among curators. A pair of golden orbs float within the cap and serve as eyes. Its arm bones are inlaid with silver and gold with joins and curved veins of flexible crystal. The liquid flowing within varies in color and texture, depending on what potions the construct has stored away. Part ships steward, part medic, the curator bounds to a ship and crew. It will go out of its way to make the crew’s life easier as well as keep them safe. It does the same for the ship and relentlessly attacks trespassers. Curator Large construct, unaligned Large construct, u...

Caricature

A strange and alien monstrosity, the caricature shares many qualities with the common mimic. However, whatever dark corner of the spheres where it developed imbued the creature with real intelligence and wicked cunning. The caricature most commonly sneaks aboard vessels as a piece of cargo. Once aboard, however, it quickly kills a crew member or passenger and takes its place. From there, the monster plays the remaining humanoids’ paranoias against one another. Slowly, but surely, it widdles down its prey until those that remain are too weak and too few to resist. Then it lurks on the dead vessel for salvagers to come by. Or, if a ship puts into port before then, it escapes to a new vessel to start again. Caricature Medium monstrosity (shapechanger), neutral Armor Class 12 (natural armor) Hit Points 52 (8d8 + 16) Speed 30ft Str 18 Dex 12 Con 15 Int 10 Wis 10 Cha 16 Skills Deception +5, Stealth +5 ...

Voidcaller

Spat from a dead, but a hungry star, voidcallers begin life as a nebulous black cloud feeding on the ambient misery all sentient things produce. Those that survive this larval stage develop a physical body over time, but can always revert back to their primordial state. The uninformed mistake voidcallers for some manner of undead, which is not surprising given their vampiric nature nor their bat-like humanoid appearance.Long, thick horns curl from the sides of their angular heads with upturned noises and a jaw that unhinges all the way back to just below those horns. Instead of fangs, though, voidcallers sport a lamprey-like hole still capable of producing speech. Their leathery wings connect flanks to underarms, and their concave abdomen tapers off into a pair of gangly, but powerful tail of rubbery flesh. Most often, voidcallers are encountered wearing humanoid disguises. Feindish souls, they build and command nefarious organizations including cults, criminal enterprises, necromance...

Solarwind Specter

Torn apart by unforgiving radiation carried through the spheres on coronal ejections, the solarwind specter returns to torment the living as an apparition comprised of eye-searing waves. Given its incorporeal nature and undying hatred, it’s easy to see why the spirit has been labeled a specter of sorts. Though, in many aspects it is the polar opposite of that sort of shade as it is made of the very light specters shun. Solarwind specters as also not bound to the place of their death but rather drift through space, sometimes gathering upon ruined ships and assaulting lone travelers. Solarwind Specter Medium undead, chaotic evil Armor Class 12 Hit Points 33 (6d8 + 6) Speed 0ft Fly 60 ft. (hover) Str 1 Dex 15 Con 12 Int 8 Wis 12 Cha 9 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, radiant Condition...

Analeptician Angstmonger

Analepcticians were supposed to be the cure, not the disease. Tailored by someone part snake oil salesman, part alchemist, and zero-percent morals, the first doses of the distilled crystals they found on a distant frontier provided immediate mental and physical relief. It turned out this wasn't because it was a medicine. Oh no. The crystal is a non-organic ‘fungus’ that eventually takes over its host while budding cysts full of spores. Depending on the arrangement of veiny crystalline growths, an analeptician projects different manners of psychic resonance. Their goal is always the same, to spread the infection and destruction. The crystalline fiend’s back is covered with a bumper crop of veiny cysts, its fingers converted into clear knives as sharp as fractured obsidian. It's the angstmonger’s face, however, that is the most harrowing. The crystal growths there form an inward spiral which draws the gaze to a meaty abyss that appears to have no end. It is into this psyc...