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Yusin
Mar 4, 2021


That's awesome. Shame Halflings are not a thing anymore.

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Yusin
Mar 4, 2021

Mors Rattus posted:

They’re sneaking back in. New Slaanesh hero Glutos Orscolion has one in his retinue.

I heard that described as a Homunculus like the Archers have.

Yusin
Mar 4, 2021

Pakxos posted:

I agree, big scary god-AI isn't important to Lancer, but the fact is the the backbone of the setting rests on exploited sapient beings, utterly controlled by the Union, as per the Corebook, NHPs literally allow the Union to exist:

"NHPs fill the role once occupied by machine-mind AIs: under supervision, they manage whole cities and systems, work along‐side scientists and engineers, and act as companions and co-pilots for mech pilots and starship captains. They are black-box para‐causal entities – their promulgation tightly controlled and monitored by Union – but their use is widespread. NHPs are increasingly regarded as fundamental infrastructure for any successful civic, scientific, or military endeavor."

So, because of how the author (authors?) wrote the setting, anytime you are not actively working against the Union, you are supporting the Space-Confederacy. And in the Core, you have no real guidelines on how best to fix that. In fact, from my reading, the 'good war' against the heirs of SecComm, results in strengthening the Union. And the justification in the book, that its ok because the slaves are actually, factually dangerous to the society that profits off them, and that Union doesn't treat them that badly, except for forcing them to conform to Union-centric morality, is a really uncomfortable cop-out!
Everything else about Lancer is awesome, but this A) irks me to no end because this moral landmine is totally unnecessary and B) most of the people defending the 'shackling' of NHPs keep echoing William Harper.

Kind of reminds me a bit of the Imperium from 40k a bit the way you are talking about it.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Spelljammer is a classic D&D setting made back in 1989. It's setting was effectively Age of Sail in Space, and it served as the setting that linked the various D&D settings before the more popular Planescape came out and served as the setting linking campaign setting. While I know a lot of the broad strokes about Spelljammer, I have never properly read any of the original books, so I won’t be comparing the new version to the old one.

On the new version Adventures in Space consists of a DM Screen along with three Books. The Astral Adventurer’s Guide a DM and Player book that gives the basics of the setting, character options, and ships. Boo’s Astral Menagerie a bestiary for the setting. And Light of Xaryxis an adventure. Let’s start with the Astral Adventurer’s Guide.


Introduction
Spelljammer as a setting is based on exploring the area known as Wildspace and beyond it the Astral Sea, along with the worlds they surround.

Time to cover the terminology. Wildspace and the Astral Sea make up the Astral Plane, the plane of stars, a void that surrounds all the worlds of the Material Plane.
All D&D worlds are surrounded by an airless void called Wildspace which is space if it was an ocean but in place of Islands there are worlds, celestial objects and strange space sea creatures. The worlds and celestial bodies make up what is called a Wildspace System.
In Wildspace the Astral and Material Plane are overlapping, and the world functions as it should. But once one travels far enough, they will reach the systems edge and a silvery border that once passed brings them into the Astral Sea.
The Astral Sea is a silverly void that one can exist in indefinitely as creatures there do not need to breathe, eat, drink, or sleep nor do they age. This place is home to dangerous creatures, along with the husks of dead gods, pools of color that lead to other planes, and other Wildspace Systems.
Generally, to travel in the Astral Plane magic items called Spelljamming Helms are used. They generally take the form of chairs and are placed on a ship. A spellcaster can then sit on it to control the ship, and the pilot of a spelljamming ship is called a Spelljammer.

We then get a bunch of sample Astral adventure seeds in case the included adventure is not to the owner’s taste. For example, one of the characters inherits a spelljamming ship and a captain’s log with hints of treasure and adventure locations in it.

With the basics out of the way, next time we move on to content for the players.

Yusin fucked around with this message at 17:58 on Aug 16, 2022

Yusin
Mar 4, 2021

Mirage posted:

D&D tries to handwave away the "all orcs are evil" thing by saying they were created by an evil god, since gods are real in the game, therefore real-world morality doesn't apply. Most evil humanoids mention which god they were created by and/or worship in their MM descriptions.

So kill 'em all you like! They're literally made different!

(I explored in my own campaign what would happen to several humanoid types if they were freed from their gods' influences. They ended up being just regular folks doing the best they could in a collective agrarian community. The villains were evil humans who were evil because they were selfish assholes, not any divine reason.)

This is currently changing. Humanoids as a rule now are going to be Any Alignment, only being predisposed to certain alignments if they are part of certain groups.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 2 Character options.
The new character creation options are two backgrounds and six races.

Backgrounds
The Backgrounds to give a character a stronger tie to the Astral Plane

The first background is the Astral Drifter. A character that has lived in the Astral Sea for years, encountered it’s wonders, and avoided its dangers. The background gives two notable features. Longevity the character is 20d6 years older than they look due to all the time spent in the Astral Sea. And Divine Contact which gives the character the Magic Initiate Feat, and they encountered a god at some point who decided to share a secret or a bit of cosmic lore with the character. The god met can be rolled for or discussed between the DM and Player.

The second background is the Wildspacer. A character raised in Wildspace, either on a ship or some type of settlement like a moon or asteroid. The Wildspacer has also at some point had a close encounter with a danger in Wildspace that nearly killed them. Rolling to check, a 9 so our theoretical Wildspacer was nearly killed by Vampirates. The other feature is Wildspace Adaption which gives the Tough Feat and makes it so that being weightless does not give penalties on melee attacks.

Races
It’s quickly mentioned that along with the six here, the Githyanki as natives of the Astral Plane are also good character choices for this setting, and to check out Monsters of the Multiverse if you want to play one of them.

Astral Elves

The Astral Elves are descended from groups of elves that decided to migrate to the Astral Plane to be closer to their gods, which over time altered their souls with a spark of divine light that makes their eyes look weird and gave them powers.
Because they don’t age in the Astral Sea many of these elves are very old and this age has caused many of them to become melancholy or have difficulty feeling emotions. As a result, many look for creative ways to occupy themselves. From quiet meditation to venturing out to explore the multiverse. Even outside the Astral Sea an astral elf will still live to be around 750 years old.

Traits
The Astral Elves along with the basic thing’s races get have the following abilities.
Astral Fire. They know one Cantrip either Dancing Lights, Light, or Sacred Flame.
Fey Ancestry. Advantage against the Charmed Condition
Keen Senses. Proficiency in the Perception Skill.
Starlight Step. Can teleport 30 feet several times per long rest as a bonus action.
Astral Trance. Magic can’t put the Elf to sleep and long rests can be finished in four hours. And whenever the elf finishes a trance, they gain Proficiency in one skill of their choice and one weapon or tool of their choice until the next Long Rest.

Autognome

Mechanical beings built by gnomes. Because of malfunction or other circumstance, they might be separated from their creator and go on their own.
They are generally made to resemble their creator, but the internals tend to vary wildly. One might have an actual heart in its chest, while others are powered by gears. We are given a history table to set up a potential origin for an autognome I rolled a 4 “You didn’t like how you were being treated by your creator, so you ran away from home.”
Autognomes live about as long as normal gnomes 500 years

Traits
Autognomes are Constructs so some magic and abilities will not work on them.
Armored Casing. Cause they are made of metal, when they are not wearing armor, they have a base AC of 13 + Dex Mod
Built for Success. Several times per long rest they can roll a d4 and add it to any d20 roll they make even after the dice is rolled, but before the effects are resolved.
Healing Machine. The mending cantrip heals autognomes, and they were built to benefit from a bunch of spells that heal that normally have no effect on constructs like Cure Wounds for example.
Mechanical Nature. They resist poison damage, are immune to disease, and have advantage against being paralyzed or poisoned. They also don’t need to eat, drink, or breathe.
Sentry’s Rest. When taking a long rest, they spend at least 6 hours in a motionless state that they remain conscious during.
Specialized Design. They get two Tool Proficiencies.

Giff

Giff are big hippo folk, and no matter their personal features this makes them easily noticed.
The giff believe they originally came from one now forgotten world, as no giff knows where it is or has ever seen it. Their Divine Creators have been forgotten as well, so they are currently petrified husks drifting in the Astral Sea, unrecognizable for what they are.
Still though the giff don’t know it, they are drawn to the Astral Plane because they still feel connected to their creators, who have just enough power to imbue the giff with a spark of power and knowledge that they can channel through their weapons. The giff don’t know where this spark comes from, but they feel it best when in Wildspace and the Astral Sea.
Giff are split on how to pronounce their name, roughly half and half if it’s a soft g, or hard g. (It's clearly a hard g and the soft gs are wrong) Disagreements about this frequently lead to arguments and head-butting contests, but don’t tend to escalate further.

Traits.
Giff have a swimming speed of 30 feet.
Astral Spark. Several times per long rest, when they hit with Simple or Martial weapons, they can cause the target to take extra damage, though only once per turn.
Firearms Mastery. They have a mystical connection to firearms that traces back to their gods. They have proficiency with all firearms and ignore the loading property of any firearm (Which pretty much means they can attack multiple times in a row with a musket). Attacking on long range with a firearm also does not impose disadvantage.
Hippo Build. Giff have advantage on Strength ability checks and saving throws. They also count as one size larger for determining carrying capacity and weight they can push drag or lift.

We will move on the last three next time

Yusin fucked around with this message at 19:22 on Aug 16, 2022

Yusin
Mar 4, 2021

Pretzel Rod Stewart posted:

they (and Yusin will) get into it when discussing ship gravity planes, but there’s still some fun stuff in there. like if you do it correctly you could jump off the side and float all the way around and use that to surprise a boarder. and you’d have to, because (editorializing on future content) there are basically no rules for ship-to-ship combat in this version, so you might as well try to make normal combat on a ship deck interesting.

Well on that spoiler The rules are there just simple, and I honestly think it's for the best. But I will get to that when I get to it.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 1: Character Options (Continued)

Hadozee

(No I do not know how they put on pants)

The hadozees were originally small housecat sized mammals that lived in trees and evolved wing-like flaps to glide from branch to breach to avoid predators.
Hundreds of years ago a wizard came to Yazir the homeworld of the hadozees, with a fleet of spelljamming ships. His apprentices captured many hadozees and they were fed an elixir that enlarged them, and turned them into sapient, bipeds. It also had a side of effect of making them more resilient when harmed. The wizard planned to sell enhanced hadozee warriors to the highest bidder. But the apprentices grew to like the hadozees and rebelled against the wizard with them, slaying the wizard before going back to their home with the elixir.
With the apprentices help the Hadozees used the elixir on more of their kind, and eventually all hadozee newborns had the traits of the enhanced ones. Then using the spelljamming ships the hadozees left their world and its predators behind to venture in the stars.

Traits

Hadozee’s can be either medium or small chosen at character creation. They also have a climbing speed of 30 feet.
Dexterous Feet. As a bonus action a Hadozee can use their feet to pick up stuff, manipulate objects or close and open doors among other things.
Glide. When not incapacitated or wearing heavy armor a Hadozee can glide with their skin flaps. They can move 5 feet horizontally for each foot they descend, and they can use a reaction when they would take damage from a fall to reduce it to 0.
Hadozee Resilience. Several times per rest a Hadozee can use a reaction when they take damage to reduce it.

Plasmoid


Oozes with no typical shape, but in the presence of others they adopt similar shapes (But you are not going to make a plasmoid for something else). They function similar to amoeba consuming food by osmosis, excreting through tiny pores, and absorbing oxygen through a different set of pores. While normally a translucent grey they can take on other colors and translucence by absorbing dyes.
They don’t have normal internal organs, but instead fibers and clusters of nerves. The nerves give plasmoids most of their senses like touch, hearing, smell, and sight. They can also stiffen the outer layers of their bodies to maintain a shape allowing them to wear clothing.
When they sleep, they lose their shape and spread off, and are sometimes mistaken for rocks or other features.

Traits

Plasmoids are oozes and can be either Medium or Small chosen at character creation.
Amorphous. Plamoids can squeeze through any gap at least 1 inch wide if they are not wearing or carrying anything. They also have advantage on escaping or starting grapples.
Darkvison. Can see in the dark in greyscale.
Hold Breath. They can hold their breath for an hour.
Natural Resilience. They have resistance to acid and poison damage, and advantage against being poisoned.
Shape Self. As an action a plasmoid can grant themselves limbs and a head or revert to a blob. With a humanoid shape they wear gear meant for their size. As a bonus action they can extrude a pseudopod up to 10 feet long or reabsorb it. This pseudopod can as part of the same bonus action can manipulate objects, but it can’t attack, activate magic items or lift more than 10 pounds.

Thri-kreen


Thri-kreen are insect like creatures that can alter the coloration of their carapace to blend with their surroundings.
Thri-kreen do not have a typical language and their clacking mandibles and waving of their antennae to express their thoughts and feelings can’t really be understood by others. So, to interact with other thri-kreen rely on a form of telepathy. (The thri-kreen's entry here is a bit lacking, but they get more in the Bestiary section)

Traits

Thri-kreen are monstrosities and can be medium or small chosen at character creation.
Chameleon Carapace. Their chitin gives them a base armor class of 13 + Dex Mod. They can as a action change the color of their carapace to give them advantage on Stealth Checks to hide.
Darkvison. Can see in the dark in greyscale.
Secondary Arms. They have smaller secondary arms below their primary ones. The secondary arms can manipulate objects and wield weapons that have the light property.
Sleepless. Thri-Kreen will remain conscious during a long rest as they do not need sleep. They still need to refrain from being active to benefit from the rest, however.
Thri-kreen Telepathy. Thri-Kreen can’t speak non thri-kreen languages even if they know them. They can use telepathy to transmit their thoughts to willing creatures within 120 feet of them. These creatures don’t need to share a language with the Thri-kreen but they have to be able to understand language. This link is broken if a creature is ever more than 120 feet away from the thri-kreen, incapacitated, or if someone decides to break contact.

Next time we move into the meat of the book with Chapter 2: Astral Adventuring

Yusin
Mar 4, 2021

PurpleXVI posted:

Odd choice to make the Thri-Kreen telepathic, in 2e they had difficulty speaking non-Kreen languages, but were able to do so as well as understand them(though other races speaking the Kreen language was nearly impossible since they couldn't make many of the noises for physiological reasons), and generally their issues relating to other species weren't linguistic but instead down to psychology(things like never sleeping, distinctly different perspectives on the concepts of family and friends, being carnivorous predators while most other species are omnivores, etc.

Most of these new races I find kind of pointless, but I do like the plasmoids.

Well all the races are from the original setting. (Along with some Star Frontiers inspiration)

Yusin
Mar 4, 2021

Falconier111 posted:

Dammit, they made the giff more boring! Granted, a lot of what made the giff interesting had issues in retrospect - they combined a racial fascination with firearms with a whopping -4 INT and I can’t say I’m sad to see that go. Tell me: do they at least still have comically English names?

We will get more Giff lore in the Bestiary. As for funny names a Giff in the Adventure is named Major Warwyck Blastimoff.

Yusin
Mar 4, 2021

Pretzel Rod Stewart posted:

as of Monsters of the Multiverse WotC no longer provides typical heights, typical weights, typical languages spoken, typical lifespans, typical ability score improvements, or typical names.

I wish they had kept typical names. Lifespans are pretty much assumed human unless said otherwise.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 2 Astral Adventuring.


Spelljamming

Spelljamming is the act of using a spelljamming helm to propel and maneuver a ship, and the one who operates the helm is a spelljammer.
A spelljamming ship when moving through wildspace can travel 100 million miles in 24 hours. The helm automatically course corrects the ship to avoid hitting small objects and creatures when at this speed. The minor movements can cause space sickness to those unused to space travel.
The ship will automatically slow down to its flying speed (Which is generally about as maneuverable as a seafearing vessel of similar size) when it comes close to something large enough to have its own air envelope and gravity plane (Which we will get to soon). The exact distance the ship will slow down at is variable, but whatever caused it to slow down will normally be close enough to be seen.
When using a helm to move the ship the spelljammer will normally feel a pins-and-needles sensation though not as painful. The spelljammer will normally be the first to detect the approach of something large as the ship slows. And experienced ones can sometimes sense the cause before it’s seen, as an asteroid feels different from other things for example.

Spelljammer Duels

A ship can have multiple helms on board, but only one can be used to control the ship. If someone tries to gain control of the ship through a second helm a spelljammer duel happens. It’s simple each spelljammer makes a Constitution check, the one who rolls lower loses and takes 1d4 levels of exhaustion, their attunement to their helm is ended, and they can’t attune to any helm until they completely recover from their exhaustion.

Air Envelopes


When creatures or objects leave an atmosphere and enter Wildspace, they bring an envelope of breathable air with them.
For creatures this is a cube that forms around the creature and depends on their size. This personal envelope will be exhausted by a creature that needs to breathe in 1 minute, which is why ships are a much better choice of travel (I would personally allow larger creature’s air envelopes to last longer as well).
For objects the air envelope extends outwards a distance equal to the objects longest dimension. The diagram above shows a good example of this. The nautiloid has 180 foot keel length so the envelope extends 180 feet from the ship.
Habitable planets and moons have an air envelope called an atmosphere, which causes its air envelope to replenish itself. Creatures and objects can refresh their own envelopes by entering an atmosphere.

Air Quality

An air envelope can be one of three qualities.
Fresh. The air can be safely breathed. A ships envelope will remain fresh for 120 days but will be exhausted quicker if they carry more creatures than a ship’s listed crew size.
Foul. The air is stale, partially depleted and smells bad. Any creature that breathes the foul air will become poisoned until they breathe fresh air. Foul air with a normal sized crew will degrade their air quality again in another 120 days.
Deadly. The air can’t be breathed. Any creature that does will start suffocating.

Overlapping Air Envelopes.

When any two bodies with air envelopes come close to each other, their envelopes merge, and the smaller one takes on the quality of the larger. When they move away, they reclaim their own envelope with the new quality.
A good example is that if a small fresh aired ship approached a large derelict one with deadly air, the fresh ship’s air would change to deadly.

Gravity Planes

Gravity is why creatures can stand on a spacecraft without falling and why everything pulls its own atmosphere with them.
In the Astral Plane gravity is accommodating, as its direction seems to work in “That which is most convenient.” For large things like moons and planets gravity pulls everything towards the center.
For smaller things like spacecrafts, gravity instead comes from a plane that forms horizontally through the object and extends to the edge of the air envelope. It’s two directional so someone can stand on the bottom of a ship, the nautiloid diagram above shows how it works.
If something falls off the side of a ship it will oscillate back and forth across the gravity plane. Falling until it crosses the plane then reversing and falling back towards it again.

Overlapping Planes

When two ships are near each other they will still maintain their own gravity planes until the ships touch. Once two ships touch the ship with more hit points (even if it’s smaller) will override the other ship’s gravity as long as they remain in contact. This can be quite dangerous for the weaker ship if the other ship connected at a different angle.
If a ship lands on a large body like a planet. The gravity plane is suppressed (So precautions should be taken to ensure nothing falls if the ship takes advantage of two-way gravity).

Drifting

When ships move in space creatures and objects in the air envelope move with it.
However, creatures and objects are weightless when unanchored in the air envelope and will slowly drift away along the gravity plane to the edge of the air envelope and will be left behind once they exit it.

Next talking about the Astral Plane itself.

Yusin
Mar 4, 2021

tokenbrownguy posted:

Wait spell jammer, the space ship game, doesn't do space ship combat?

It does we have just not gotten to it yet.

Yusin
Mar 4, 2021

Spelljammer Adventure's in Space

Chapter 2 Astral Adventures (Continued)

The Astral Plane


All Worlds of the Material Plane are in their own Wildpsace systems. Wildspace itself is an airless ocean filled with space-dwelling life that tends to resemble fish and other aquatic creatures, like space plankton. Any that need air to survive either generate their own or live in the envelopes of others.
Wildspace being where the Astral overlaps with the Material means that life functions normally, and spells that allow things teleportation from Wildspace to a world still work.

Creating a Wildspace system.

A typical Wildspace system has a sun plus several planets and moons to orbit it. The books have two examples of Wildspace systems, Doomspace and Xaryxispace that are recommended as examples to use when creating your own Wildspace system.
The Book sadly does not come with any other details for making a system. But the free adventure Spelljammer Academy (Here is a link https://www.dndbeyond.com/sources/sja) does provide another example Wildspace System in Realmspace along with descriptions of it. I would not be surprised if it was cut from this product to save on page space.


Travel between Worlds

Doing this requires a spelljamming ship, or magic. The DM must decide how long it takes a ship to travel from one world to another. This is helped if the DM has a diagram that shows distances like the Realmspace map above, as it allows easy calculations of such trips.

Travel between Systems

To get to another system one must cross the Astral Sea unless they have some other means of traveling from one world to another.
However, the systems are not fixed in certain locations and are instead constantly in motion so no reliable devices exist to plot courses between Wildspace systems. But the nature of the Astral Sea itself makes these trips fairly simple anyway.

Tracking Time in Wildspace

Local time varies from world to world and system to system. So Astral travelers often just rely on what is considered the standard way of keeping time. Days are 24 hours, a Week is 7 Days, and a Month is 4 Weeks. Tracking years however tends to have no real meaning or use for those who spend much of their time on the Astral Plane, so years are normally avoided as a measurement of time.

Traversing the Astral Sea
The Astral Sea has both gravity and the gravity planes, but also comfortable air, or at least it’s thought to as breathing is not actually required there and the Realm may just be tricking creatures into thinking they are breathing. Still a creature will survive indefinitely in it, never aging, and never feeling hunger or thirst.
Creatures don’t need vessels to travel the Astral Sea, as they can propel themselves by thought. The more intelligent the faster. Any creature that moves this way gains a flying speed equal to 5 x Intelligence. (This is actually a change from the Core where the speed was 3 x Intelligence)

Astral Sea Navigation

You don’t need a map to navigate the Astral Sea all creatures can get to where they want to go by thinking of the destination, upon which they know the most direct route. The Destination has to be within the Astral Sea or Wildspace, and the awareness does not reveal how safe the route is. The DM decides how far it is and how dangerous the trek.

Astral Dominions and Dead Gods

Many gods have dominions in the Astral Sea. Which typically appear as awe-inspiring Islands or Cities. These can be visited by anyone on the Astral Sea, but the ruler of the dominion always knows when visitors come and their intentions. Because the Domains are part of the Astral Sea, they have the same properties such as the Timelessness.
Dead Gods can also be found in the Astral Sea, beings that were slain by more powerful entities or lost all of their worshipers. They resemble massive stone statues that bear little resemblance to whatever Divine Entity it used to be. Many natives of the Astral Plane turn these hulks into outposts and cities as many are also hollowed out.

Temperature

The Astral Plane feels about the same as a moderate summer day in a temperate area of normal world. Because there are no seasons this never changes. Wildspace Systems can have very different temperatures. Some are quite cold like Krynnspace which has clouds of ice particles swirl in the vacuum. But as one comes closer to a star the heat increases.

Astral Fishing

It’s a fairly popular pastime in the Astral, though it’s not possible when a ship is going at it’s 100 million miles a day speed. Though it has a small chance of being dangerous in case a nasty beast is fished up. For example, rolling for what I fished up gave me a Space eel which will feed 12 people but is very hostile.

Magic
It works as it does in most D&D settings. But we get a few new spells and magic items popular among Astral travelers.

Spells


Air Bubble. 2nd Level Conjuration, useable by Artificer, Druid, Ranger, Sorcerer, and Wizard.
This spell creates a globe around the head of a willing creature filled with fresh air that lasts 24 hours. Casting at higher levels allows 2 additional globes to be created for each level above 2nd.

Create Spelljamming Helm. 5th Level Transumation, useable by Artificer, and Wizard.
At the cost of a crystal rod worth at least 5000 gp, a chair touched by the caster is turned into a spelljamming helm.

Magic Items

Fish Suit, Very Rare

A suit that allows a creature to survive in an airless environment and make them immune to the effects of any gas. It also grants a Swimming speed equal to the creatures walking speed underwater, or a Flying speed equal to their walking speed in a weightless environment.

Spelljamming Helm, Rare (Requires Attunement by Spellcaster)

The function of these chairs is to propel and maneuver the ship it’s been placed on through space and air. It can do the same on water or underwater so long as the ship was built for it. A ship must weigh 1 ton or more to have a Helm installed.
When attuned to a helm and sitting in it, the user for as long as they maintain concentration has the following abilities
They can move the ship through the air, space or water up to the ships speed. If in space and there are no objects weighing at least 1 ton within a mile of the ship, the ship can speed up to travel 100 million miles in 24 hours.
They can steer the vessel in similar finesse to rudders steering a sea ship.
At any time, the user can see and hear what’s happening on and around the vessel as if they were standing in a location of their choice on it.
Finally, they can use an action to touch a willing spellcaster to instantly transfer attunement to the helm to them instead of waiting the full hour.

Cost of a Spelljamming Helm
Spelljamming Helms are pretty easy to create if one knows the spell, as a result 5,000 gp cost of the rod is the least one can pay to get one.
Wildspace merchants like the dohwar and mercane (who we will talk about later), will normally sell one for more than its cost. The market prices will depend but 7,500 gp is a reasonable one, someone desperate may have to pay 10,000 or more in a seller’s market.

Wildspace Orrery, Uncommon
A portable device that automatically tracks the positions and movements of all celestial bodies within the Wildspace system it’s currently in, and projects a display showing them above itself along with a pulsating light that marks the orrery’s location.

Next time we move on to the Spelljamming ships.

Yusin fucked around with this message at 04:26 on Aug 18, 2022

Yusin
Mar 4, 2021

drunkencarp posted:


If you don't need to breathe in the astral sea what's all this talk of fresh air and such?
That's just the Astral Sea, in Wildspace breathing is still required. From my understanding going into the Astral Sea won't refresh your air bubble, so when you leave it will be whatever quality it was when you entered.

Pretzel Rod Stewart posted:

I think the air envelope stuff is supposed to refer to while you’re in wildspace, and then provided it’s still fresh when you enter the astral sea you’re free and clear?

buuut you’d think they’d at least tell you the average time it takes a spelljammer to traverse the entirety of a given wildspace bubble so you have something to work with there.

it also cracks me up that “make your own wildspace!” is just “I don’t know, it should probably have a sun and some planets. you figure it out, you’re the DM.”
Even if it's deadly when you enter the Astral you should still be partially clear as you don't need air there. But once you leave you would start choking again.

The Realmspace example does give a standard for how long it should take as do the two other systems we will get to.

Still I do agree it's a bit lacking.

Ultiville posted:

Yeah, the OG spelljammer box had some awesome system suggestions. It was really memorable.
If you ignore the phlogiston most 2e Wildspace stuff should work still, but it's a bit of a shame to have to go back to those, or rely on other products. I am pretty sure it's a page space issue. While I like these books, their biggest flaw is their length all three books are just 64 pages, and I feel with the exception of the Bestiary they all could have used more.

Yusin
Mar 4, 2021

Was in the wrong thread.

Yusin
Mar 4, 2021

Cooked Auto posted:

Apparently they are changing some stuff, the first article mentions at least some of the new mechanical changes.



But the first one smacks a bit of the devs reading too many tabletop stories that all boil down to "I rolled Nat20 and something EPIC happened" that you keep reading everywhere.

Another Change I saw is that crits are now a Player only thing.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 2 Astral Adventuring (Part 3)

Spelljamming Ships


One of the parts most people were interested in. Details on the ships and how to use them during adventures.

Each ship requires a crew, this normally consists of a captain, a spelljammer, and various people to main the weapons and preform other jobs. Back up spelljammers and troops are also not uncommon. Each ship has a crew rating once the number of people on the ship goes over that number they will start to degrade the quality of air in the ship more quickly (We are not told how fast annoyingly, but if a ship has a crew score of 15 I would say having 30 people on board would halve the number of days you have fresh air for). A spellcaster NPC typically charges 50 gp a day to operate a Helm. Prices for other hirelings to fill out a crew are in the PHB, and by it a skilled space sailor is 2 gp a day.

Ship-to-Ship Combat
Ship combat is meant to be fairly simple.

First the DM picks one of three starting distances. 250 feet, 500 feet, or 1000 feet. The shorter the distance the less time for prep.
Second the DM rolls initiative, Ship combat uses the initiative variant Side Initiative. Each Ship in the combat has an unmodified d20 rolled for it, and that ship and all it's crew take their turns together, followed by the next ship and crew.

Shipboard Weapons
Ships normally have siege weapons like ballistae and mangonels (Though a party can freely customize their ships loadout if they can find alternatives). These weapons are slow to fire so unless the party has NPCs to help operate them to speed it up, their own weapons and spells are normally better options in ship combat, with Ship weapons being used for when targets are too far and there is no better choice (Basically I heavily recommend hiring extra crew and getting some NPCs to help as gunners).

Moving and Steering a Ship
A Spelljammer can move and steer the ship at no cost to their own actions and movement (Though given that they are stuck to a chair unless the chair is in the open they won't have many options until they transfer attunement). The Spelljammer decides how fast and where the ship moves up to the ships max speed.
The ship can turned and reoriented enough to fire with all of it's weapons on it's turn.

Boarding
When a ship moves to within 5 feet of another ship. The pilot can position it to allow creatures to move safely from one to another. If it has enough movement it can also move away from the other ship after the boarding party jumps over if they took Ready actions to position themselves for this.

Crashing
If a ship runs into another creature the Spelljammer can make an attack roll (Equal to d20 + the spelljammer’s proficiency bonus). If this attack hits the ship crashes into the target otherwise it gets out of the way. The DM can also decide that a crash can't miss and no roll is needed (That Moon is not moving out of the way).
When a ship hits something that could reasonably damage it both it and the what it crashed into take damage depending on the creature or objects size. (If a ship crashed into a ship they would both take 16d10 damage for example) If it's something that would not have hit points only the ship takes damage, if the ship hits a Gargantuan or immovable target it stops, otherwise it can continue moving if capable, with whatever it crashed into being pushed aside.
After a crash it needs to be determine if the gravity plane for any ships are turned off and if creatures fall as a result.

Ship Repairs
Nonmagical repairs can be made to a ship while it's moored. It takes 1 day and 20 gp of materials and labor to restore 1 Hit point. Ship weapons can be repaired just as quickly at half cost.
The spell Mending is a quicker and much less time consuming way to fix damage. Any ship or ship weapon it's cast on heals 1d8 + the spell mod of the caster, though the target can only benefit once per hour from this.

Spelljammer Vessels
Descriptions of various ships in the book. This amounts for about half the book. Each ship gets a description and a map showing it's layout. I will start with one for now and show the layout for the first one as an example (Don't want to give away everything). A ships AC is based on the primary material used to build it for example Wood gives AC 15, and Metal 19. Each ship also has a Damage Threshold if you don't deal at least that much damage to a ship it takes no damage but it takes full damage if you beat the threshold.

Bombard


Bombards are built by the giff who love big cannons. The Major feature of the ship is the massive cannon. These cannons fire 10 ton cannon balls of which the ship can carry 14 though that will take up almost all cargo room. A winch helps with the loading of the cannon.
The Bombard can float and sail on water if it does not have too many cannon balls, it can't land on the ground.
They are made of Wood, have a fly speed of 35 ft. (4 mph), a DT of 20, a Crew of 12, a cargo capacity of 150 tons, and a cost of 50,000 gp. It's armed with two Ballistae and it's Giant Cannon (each ball also costs 1000 gp).



Next time more ships minus layouts.

Yusin fucked around with this message at 21:25 on Aug 19, 2022

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 2 Astral Adventuring (Ships)

Damselfly Ship


A quick but small ship mostly made of metal. It can't float but it can use it's legs to land on the ground. The cargo hold can also be turned into crew quarters or another weapon platform. They are mostly used as courier and command ships as they are fast and sturdy.
Damselfly owners tend to be a proud lot. Frequently heavily customizing their ship with different colors and equipment. Large groups of Damselfly owners tend to gather to show off their ships, and race each other through obstacle courses for rewards and bragging rights.
They are made of Metal, have a fly speed of 70 ft. (8 mph), a DT of 15, a Crew of 9, a cargo capacity of 5 tons, 200 HP, and a cost of 20,000 gp. Typically armed with a Ballista and a Mangonel (It's mangonel also takes one less action to fire due to being built on rotating platform making aiming easier).

Flying Fish Ship


The second most common ship in wildspace, a favorite for merchants and adventurers. Flying fish can sail on water, but can't land on the ground.
They are made of Wood, have a fly speed of 40 ft. (4½ mph), a DT of 15, a Crew of 10, a cargo capacity of 13 tons, 250 HP, and a cost of 20,000 gp. Typically armed with a Ballista and a Mangonel.

Hammerhead Ship


A large ship popular among merchants and pirates carrying heavy cargo. A hammerhead can sail on water, but can't land on the ground.
They are made of Wood, have a fly speed of 35 ft. (4 mph), a DT of 15, a Crew of 15, a cargo capacity of 30 tons, 400 HP, and a cost of 40,000 gp. Typically armed with a Ballista, 2 Mangonels, and a Blunt Ram (a ram allows a ship when they crash to make an attack with the ram instead, it does the same amount of damage, but hits more reliably and the ship that did the ramming only takes half damage instead of full).

Lamprey Ship


One of the oldest spelljamming ships still in use. They are most popular among the flesh eating aberrations called Psurlons (who we will talk about in the bestiary). Lamprey's can sail on water, but can't land on the ground.
They are made of Wood, have a fly speed of 35 ft. (4 mph), a DT of 15, a Crew of 15, a cargo capacity of 6 tons, 250 HP, and a cost of 20,000 gp. Typically armed with 4 Ballistae and it's signature grappling jaws that let it latch onto another ship to allow easy boarding actions.

Living Ship


Ships generally found under the command of druids, rangers, and clerics of nature deities, as well as Wildspace Explorers who never want to worry about their air quality degrading during a long trip.
Living Ships most distinctive feature is the treant growing out of the deck. The treant can't move cause it's roots have spread throughout the deck, and the two are connected, if the ship is destroyed the treant will die, though if the treant dies the ship can still function though it can never replace the treant with another.
Each time the treant finishes a long rest it repairs the ships hull restoring 4d12 HP to the ship, and also refreshes the Air Envelope by one step. A Living ship can sail on water, but can't land on the ground.
They are made of Wood, have a fly speed of 40 ft. (4½ mph), a DT of 15, a Crew of 5 (Not including the treant, though this score matters less cause the Treant constantly refreshes the air), a cargo capacity of 10 tons, 250 HP, and a cost of 25,000 gp. Typically armed with a Ballista, though the treant is frequently given rocks or other objects to throw as well.

Nautiloid


A ship built and used by Mind Flayers. They are made just for space and air travel, they can't land on the water or ground. Nautiloids have a unique plane shift ability built into them. As an action the spelljammer can transport the ship and everything on it to a different plane of existence at or near a location they envision or a random spot on the chosen plane if they had no destination in mind. Each time this is used a die is rolled, on a 5-6 the ship can plane shift again in 1 minute, otherwise it needs 24 hours to recharge.
They are made of Wood, have a fly speed of 40 ft. (4½ mph), a DT of 15, a Crew of 20, a cargo capacity of 17 tons, 400 HP, and a cost of 50,000 gp. Typically armed with 4 Ballistae, a Mangonel, and it's unique tentacles. The tentacles as an action from the spelljammer can grapple a huge or gargantuan target and start crushing it, or target a single creature, touching it to force a DC 15 Con save or be teleported to a location on the ship (normally the prison cells).

Nightspider


The largest ships in the book, made by the most feared and despised creatures in wildspace the Neogi. These vessels wait in ambush for other ships and upon finding one, they try to steal the spelljamming helm and enslave the crew.
The crew of a nightspider normally consists of about 19 neogi and up to half a dozen umber hulk slaves, which the neogi use as shock troops.
Nightspiders are made for space travel and can't land on water or ground (the ship is too heavy for it's legs to support).
They are made of Metal, have a fly speed of 40 ft. (4½ mph), a DT of 15, a Crew of 25, a cargo capacity of 50 tons, 300 HP, and a cost of 50,000 gp. Typically armed with 4 Ballistae and a Mangonel. Many are also later equipped with grappling limbs to prevent ships from escaping them.

Next time the rest of the ships.

Yusin
Mar 4, 2021

By popular demand posted:

Quick question: in that first image is that the monster whose head was stolen by ID software for the Cacodemon in Doom?

Yeah that's the Astral Dreadnaught


It's a monster native to the Astral Plane. It's already in Monsters of the Multiverse so it won't be reprinted for Spelljammer, but it's one of the biggest dangers of Astral Travel.

Yusin
Mar 4, 2021

Ultiville posted:

I get why they cut out the really weird ships and capital ships, but I'm still sad about it. I have to admit that from the perspective of how D&D is actually played keeping mostly the "boat but it looks like a fish" genre makes sense, but I think the bigger and weirder stuff helped the world building.

Could you give me some examples of the weirder ships I am curious.

Also I am pretty sure they have mostly focusing on ships that came with the original supplements rather than ones added later.

Yusin
Mar 4, 2021

Ultiville posted:

It's not as many as I remembered that were in the original box, having looked at a list online, but still a few cool ones. It's also complicated by the fact that the original boxed set had some ships that had stats listed in the ships book but didn't have full deck plans or quick reference sheets, like the Armada. (In original Spelljammer the space elves were very much a Royal Navy analogue, but their cap ship was the Armada, which was basically an aircraft carrier. And they had a bit of the US "world police" element mixed in. In any case, both elements of that weapon system, the Armada and the Flitter, aren't present in 5E Spelljammer, though of course the elves also aren't like that anymore.)

That said, in addition to the Spelljammer itself, which was sort of a legendary city-ship that was really mysterious, there were a couple of cool funky ones:
-Dwarven Citadel, basically a big mobile asteroid or mountain too big to be powered by traditional Spelljamming helms, so instead it used Forges, which turned creative energy into motive power, so the dwarves obsessively decorated every inch of the thing, and had to move to a new ship once it was all decorated because then it couldn't move anymore.
-Gnomish Sidewheeler, basically a spacefaring Rube Goldberg or weird science device.

It sort of makes sense they omitted these. The Sidewheeler in particular has a vision of gnomes that's kind of different from what the current edition mostly wants (though they kept the autognomes), and you can't do universal stats for it because they're all bespoke nonsensical nightmare machines. And the Citadel is really big in addition to being a cool concept, which is in keeping with them basically cutting the capital ships. They cut basically everything from the first set at or above what was then the major helm limit, including the aforementioned Armada but also the larger Neogi spider-ships.

I get why they did that since they stripped down the ship to ship combat so much, but I did like the idea that some of the space-native cultures just made really big, weird stuff. Which you can of course still do, but it was nice to have some ideas of what it might look like in the official materials.

ETA: All of the ships I mentioned here were in the original 2E boxed set, more weird stuff was in the supplements.

The Neogi ship we have is the largest one (though it's taken the name as mentioned above of the smallest one). But yeah I remember the Dwarven Citadel now.

Space Elves yeah have changed from rear end in a top hat world police to Imperial Empire.

Yusin
Mar 4, 2021

Ultiville posted:

Huh, you're right, I remembered the Mindspider as being a bit bigger and thought they just omitted all the 100 ton ships, but other than cutting the ram 5E's Nightspider is basically a straight port of 2E's Deathspider in terms of dimensions and armament. They made it much more similar to the other ships in terms of endurance, which is what misled me. (It's got fewer HP in 5E than the Nautiloid, for example, despite the 2E Deathspider having 100 hull to the Nautiloid's 35.)

ETA: But the 5E ships are all generally quite similar in that regard, being AC 15-17 and 300-400 HP as opposed to much more mechanical spread in the 2E ships.

Metal gives AC 19. So the Spider has 4 more AC than the Nautiloid in return 100 less hp. As the two largest and primarily enemy ships, I am guessing the designers did not want one to be straight up better than the other.

Yusin
Mar 4, 2021

Nessus posted:

Did the lifejammer helms do anything worse than HP damage, because I'm absolutely imagining people busting out their math to figure out the economics given a full heal on a long rest and so on. I think if it was permanent HP or constitution damage that'd make people think twice, but also doesn't seem to be how 5E usually does things.

From quickly looking it up this is how it worked in 2e

"Every day of operation sucks 1d8 hit points from the creature within, and requires a saving throw versus death. These hit points cannot be regenerated while the creature remains within the helm. A failed saving throw, or the reduction of hit points to zero kills the helmsman."

So basically the Neogi hook up a slave to power the ship until they die, then hook another one in.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 2 Astral Adventuring (Ships continued)

Scorpion Ship

Old Warships that have never lost popularity due to versatility. Scorpions have articulated legs that allow them to walk on the ground, but they are too heavy to sail on water.
They are made of Metal, have a fly and walk speed of 30 ft. (3½ mph), a DT of 15, a Crew of 12, a cargo capacity of 12 tons, 250 HP, and a cost of 25,000 gp. Typically armed with a Ballista and a Mangonel, along with two claws that can grapple huge or smaller creatures and crush them, though they are not very accurate due to how clunky they are.

Shrike Ship

A fast vessel of recent design, quickly gaining popularity with pirates and merchants. Using it's legs it can land on the ground, it can also float on water, but is not built for it and will quickly sink in rough seas.
They are made of Wood, have a fly speed of 70 ft. (8 mph), a DT of 15, a Crew of 11, a cargo capacity of 20 tons, 250 HP, and a cost of 20,000 gp. Typically armed with 3 Ballistae, and the reinforced prow serves as a piercing ram.

Space Galleon

The most ubiquitous of Wildspace and the Astral Sea's ships. Like normal galleons they can land and sail on water and thus pass for ordinary sea vessels, sailing into ports on terrestrial worlds without attracting any unwanted attention. Also like normal galleons they can't go on the ground.
They are made of Wood, have a fly speed of 35 ft. (4 mph), a DT of 15, a Crew of 20, a cargo capacity of 20 tons, 400 HP, and a cost of 30,000 gp. Typically armed with 2 Ballistae, and a Mangonel.

Squid Ship

Another one of the oldest ships still in use, but surpassed by nearly all others at this point. Squids are normally used by privateers and as patrol ships. The tentacles account for nearly half of the ships keel length. Squids can sail on water and can land on the ground.
They are made of Wood, have a fly speed of 30 ft. (3½ mph), a DT of 15, a Crew of 13, a cargo capacity of 20 tons, 300 HP, and a cost of 25,000 gp. Typically armed with 2 Ballistae, a Mangonel, and a reinforced prow that serves as a piercing ram.

Star Moth

Ships constructed and used by the Astral Elf Empires, who don't like it when these ships are used by others. A Star Moth is made from a grown and sculpted organic substance, and it's wings are made of crystal. While made for space travel, it can float on water and land on the ground safely.
They are made of a Ceramic substance that gives an AC of 13, have a fly speed of 50 ft. (5½ mph), a DT of 15, a Crew of 13, a cargo capacity of 30 tons, 400 HP, and a cost of 40,000 gp. Typically armed with 2 Ballistae, and a Mangonel.

Turtle Ship

A ship encased in a metal shell covered with weapons. It's actually quite roomy on the inside and can carry a pretty large payload, making it popular among traders who need cargo space. It can land on the ground, sail on water. Uniquely it has sliding panels that can make the hull airtight, allowing the ship to travel underwater as well. If damaged underwater the ship has many interior hatches that can be sealed to prevent the ship from flooding. It's weapons can't be used underwater.
They are made of Metal, have a fly and swim speed of 25 ft. (3 mph), a DT of 15, a Crew of 16, a cargo capacity of 30 tons, 300 HP, and a cost of 40,000 gp. Typically armed with 3 Ballistae, and a Mangonel.

Tyrant Ship

Ships beholders carve out of stone using their disintegration rays and use to travel the Astral Plane to find worlds to conquer and rival beholders to eliminate. No two Tyrant ships look alike, but tend to have features that remind people of beholders like eye stalks and bulbous shapes.
Tyrant ships have a special chamber that serves as a Helm only beholders can use (Though another helm can be placed on the ship to control it like a normal one). As they are made of rock they can't float on water, but can land on the ground.
They are made of Stone (AC 17), have a fly speed of 40 ft. (4½ mph), a DT of 20, a Crew of 10 (beholders), a cargo capacity of 20 tons, 300 HP, and no cost as beholders make each one. They are equipped with three eyestalk cannons, beholder crew members can concentrate through them and fire beams of destructive force over a long distance.

Wasp Ship

Light wooden vessels that can land on the ground but not water. Adventurer's tend to like them cause they are fairly affordable and don't need a large crew, pirates like them cause they are fast, and rich people like them as flying yachts cause the cargo hold can be converted into a posh living area easily.
They are made of Wood, have a fly speed of 50 ft. (5½ mph), a DT of 15, a Crew of 5, a cargo capacity of 10 tons, 250 HP, and a cost of 20,000 gp. Typically armed with a Ballista.

Next time we move on to Chapter 3 the Rock of Bral.

Yusin
Mar 4, 2021

Hollow Talk posted:

The art in the book looks really nice.

The art is fantastic and I like a lot of the little details like the Beholders coming out of the tyrant ship.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Chapter 3: The Rock of Bral


Bral is a city built on an asteroid home to people from many worlds, it's meant to serve as a hub and adventure location for any Wildspace system the DM feels like putting it in. The set also comes with a full poster map of the city.

Past and Future
The Rock's history goes back about 170 years. A pirate called Captain Bral established a haven for pirates and cutthroats on it, and a few merchants and entrepreneurs set up as well, and despite the lack of order it started to become something like a settlement. After Captain Bral passed the place the people named the place after him, the settlement Bral and the asteroid the Rock of Bral. After several decades various pirates held influence but none took leadership over the Rock.

Eventually the merchants and business owners that lived in Bral equaled the pirates that used it as a refuge. One pirate Cozar sensed how things were changing on the rock and that the days of lawlessness would end, so he decided to try and put himself on top. After many business deals, and alliances, he gathered political power into himself and dubbed himself Prince Cozar first overlord of the Rock of Bral. Under his reign Bral turned from a pirate hideout into a proper city, and many more respectable types were attracted to it.

After his death rule passed to his son Frun, Frun was not nearly as capable as his father. He was a hedonist that gave much of his power away to business leaders and other influential types. By the time he died he was basically a figurehead, his only accomplishments in his reign were renovating the royal palace and a constructing an arena.

6 years ago to the Rock of Bral's present, Frun was succeeded by his first son Calar who heavily resembled his father. Calar's reign did not last long, he was found dead floating outside the Rock's air envelope a few days into his reign. His brother Andru took over for him, and had a group of malcontents arrested and executed for Calar's death within days.

Currently Prince Andru's reign is secure, but he is just one player in the current game of political intrigue on the Rock. Many forces are loyal to him, but he has to be careful as there are many that would prefer a weaker ruler or a more easily influenced council. Still Andru has a strong base of support as he is similar to his grandfather, and is serious and intelligent.

Life on the Rock
Bral is home to many types traders, rogues, mercenaries, pirates, nobles, and entrepreneurs. Law enforcement is sporadic so most people obey two principles: Mind your own business when possible, and enough gold can fix anything.

Keeping Order
The city has a generally lawless feel and most citizens police themselves, hiring other folk to enforce rules. People are expected to take care of themselves and have enough sense to hang onto their purse.
Serious crimes can be reported to one of the cities three magistrates. Who after deciding if the incident warrants their attention, send the Magistrate's Watch to investigate and arrest suspects if needed.
Reporting crime however is voluntary, and many don't bother, as they don't wish to take up their time with the legal proceedings.

Who’s Who
Some of the most notable people on the rock.

Prince Andru and His Court
Andru is a devious, self-serving man who believes the end justifies the means, something he proved well when he arranged his brother's murder and usurping his throne. He has since consolidated much power in himself and his advisors, two of which are named here.

Proconsul Gadaric Main
Main is Andru's head advisor and resembles a stereotypical elderly court wizard. However he is actually hot-headed and a tad unreliable.

Captain Mahaxara Khal
The current captain of the Royal Guard, notable for her distinctive snake tattoos adorning her arms. She is very loyal to the House of Cozar, but has no taste for politics.

Underbarons
The City has four criminal leaders called the Underbarons, they compete against each other for influence and income throughout the city. While they are rival powers to the prince, he tolerates them cause they serve as checks to each other.
Businesses in each area of the city pays "insurance" fees to whatever Underbaron Guild controls their area. This is not actually purely extortion, cause the Underbarons normally will reimburse clients who suffer losses because of a rival guild’s actions.
The four current Underbarons are
Ozamata. A Lawful Evil Human who runs a Yakuza-like thieves guild and is the one of the richest merchants on the rock, his guild controls the docks and most of the lower city.
Meredin Sandyfoot. Neutral Good Halfling who serves as community leader in the halfling district called the Burrows, his guild holds sway over craftspeople.
The Juggler. Chaotic Good elf who oversees a network of swindlers and minstrels from the Juggler's Folk Guildhouse. Her real name is Kiria Evensong and she is the primary star of the Royal Theater Company.
The Unknowable One. An underbaron who dwells in the interior of the rock, and specializes in smuggling. They are actually a Mind Flayer and are breeding Intellect Devourers to turn Bralians into spies.

Getting Your Bearings
The Rock is roughly a mile long and half that width and depth, a gravity plane goes straight through the Rock separating it into a topside and underside.
The City of Bral goes across the topside. It consists of the High City where the palace, noble estates, and lake are located. The Middle City the primary financial district and mercantile area. Last the Low City inhabited by people of more modest means and the businesses they patronize, along with the docks.
The underside is off limit to the general population. It serves as Bral's military base, and were all the crops are grown to help feed the populace, which are tended by convicted criminals to work off their sentence.
The Rock also has a mysterious interior full of tunnels and caverns built, along with dungeon areas built by smugglers and pirates, this area is normally used for secret meetings.

We then get descriptions of many of the notable areas of the Rock, there are a lot of them, and many are pretty short, so I am just going to go over a few of the most interesting ones.

High City

Lake Bral
Lake Bral fills a chasm and provides most of the water to sustain Bral's population. The Chasm goes through the gravity plane so the lake has two surfaces, it's topside surface, and another in cavern deep inside the rock.
After a few years the water will start to deplete, so the Bralian Navy will go out find an ice asteroid, and bring it back to Bral. The ice is then broken into pieces and dropped in the lake.

The Man-o’-War
The fanciest restaurant and inn in the city which overlooks Lake Bral. It has a strict dress code and no one is allowed weapons in the establishment. The hadozee Shrii Hallek serves as the manager, it's owners are mysterious and unknown but rumored to be adventurers.

Middle City

Elmandar’s Star Charts

Elmandar is a retired elven adventurer and the most accomplished astronomer on the Rock. His star charts are highly by navigators, but are quite expensive ranging between 300 and 800 gold. However anyone that owns one of his maps can bring it back to him and he will update it at no charge.

The Smith’s Coster
The largest and most successful merchant company on the Rock, with a large fleet of trading vessels and warship escorts. They are normally weapon traffickers providing iron weapons to communities that lack smithing, or even making firearms available to a culture that did not know of them.

Low City

The Happy Beholder

A well off tavern run by the locally famous Lawful Neutral beholder, Large Luigi. Luigi has a large amount of knowledge on various topics and is willing to share info with nearly anyone. He's a civic-minded, well-liked citizen who has no political ambitions. Bullies and thieves rarely trouble his tavern due to a well understood fear of being disintegrated.

Mercane Agency
An unmarked and inconspicuous building operated by agents of the Mercanes (we will talk about these guys later) who own it. The agents deal with anyone who wants to do business with the Mercanes generally to purchase Helms and other magic items.
The Mercanes do not advertise their involvement with the building, nor do they visit very often. When they do, it’s usually to conduct business with a particularly wealthy or influential client.

Xenotermination, Ltd.
A small group of combat specialists and spellcasters who hire themselves out to kill or capture dangerous Wildspace creatures. They are typically hired by those whose welfare is threatened by a monster that has thwarted other means of dealing with it.
Xenotermination also takes on temporary members when they need particular talents. Anyone who wants to offer services either on a temporary or permanent basis is welcome to visit the building were the present members currently live.

Underside

The Vanes
The vanes are four massive sails that can be turned to disturb the Rock's air envelope causing the Rock to turn if it's needed. If no reason to turn arises, the vanes are adjusted every few months anyway just to ensure they are sill in good condition.

-
Lastly the book credits these authors and books for information and inspiration.

quote:

Baker III, L. Richard. Rock of Bral. 1992.
Crawford, Jeremy. Monsters of the Multiverse. 2022.
Greenwood, Ed. Lost Ships. 1990.
Grubb, Jeff. Spelljammer: The Concordance of Arcane Space. 1989.
Schick, Lawrence and David Cook. Star Frontiers: Alpha Dawn. 1982.

With that we have finished the Astral Adventurer's Guide. Next time we move on to the bestiary Boo's Astral Menagerie.

Yusin
Mar 4, 2021

Pvt.Scott posted:

Do Spelljammer beholders not have the crippling, violent paranoia of traditional D&D beholders? I can’t see that type of beholder teaming up to fly a ship or running a tavern like Large Luigi does.

Large Luigi is a deviant, he's simply not nearly as paranoid and eager to kill as the average beholder.

The groups that crew a ship are Beholder Hives.

Beholder Hives posted:

In exceedingly rare cases, a beholder might experience a dream in which it sees itself in a mirror, or encounters several copies of itself, or imagines a sensation akin to what humanoids call multiple personalities. At such a time, the beholder’s dream-birthing creates a beholder hive — a group of “newborns” that are identical to its own shape but smaller.

When the dreamer awakens, it treats the newborns as extensions of its own self in other bodies, and therefore isn’t consumed with an urge to kill them. This united group of identical beholders doesn’t truly have a hive intelligence, but their personalities and goals are so similar that they can predict and assume each others’ behavior, much as especially close human siblings can. The original beholder is usually the dominant one and takes a leadership role. A hive consists of three to ten beholders, plus whatever minions they control.


Everyone posted:

Are the Scro still a thing in Spelljammer? I always kind of liked them.
They are just Orcs now. They don't get much of a mention, but there is nothing stopping them from being used.

Yusin
Mar 4, 2021

The Spelljammer Academy Adventure I linked actually features H'catha.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie


Introduction


Mainly just some info about Boo the Space Hamster and that this book is full of creatures to make adventuring in the Astral Plane more interesting.

Astral Variants
The monster manual itself has many creatures that can be found on the Astral just as much as anywhere else. Angels, aboleths, devils, mind flayers, and slaadi for example. Plus practically any terrestrial creature can be turned into an astral-dwelling creature. For creatures you want to travel through space all they really need is the following trait at the least

quote:

Unusual Nature. The creature doesn’t require air.

Astral Encounter
We are given three encounter tables one for Wildspace, one for the Astral Sea, and one for ships if you roll a ship encounter on one of the previous ones. Ships are just given as examples and the DM is encouraged to fill out a ship however they want.
All encounters come with a random initial attitude determined on a die roll, with some being nicer than others.
The attitudes based on the roll are
4 or lower = Hostile
5-8 = Indifferent
9 or higher = Friendly

A few examples
A 29 on the Astral Sea Table means the party encounters a githyanki knight mounted on a young red dragon. The pair's attitude attitude roll is 1d8. This means they have a 50% chance of being hostile or indifferent upon being met, and never friendly (This can change via interaction of course).
For my second roll a get an 87 meaning a ship encounter, rolling on the ship encounter table I get a 53. The scorpion ship Claws of Huraj captained by Huraj (hobgoblin captain) and crewed by 1 bugbear (first mate), 8 hobgoblins, and 2 hobgoblin priests who serve as the spelljammer and a back up. Their attitude roll is 1d12 rolling and I got an 11, so the crew is friendly.

Now we move onto the Bestiary proper.

Aartuks
Intelligent plants that live to wage war and engage in combat. Their original homeworld was destroyed by beholders and scattered the survivors across the universe in nomadic cells.
Wildspace is the primary spot to find them, normally on ships they have taken from other creatures.
Their bodies are shaped like starfish, and covered in a thick bark, the tips of the limbs end in suction cups that can be used to climb walls, and which house three retractable pseudopods for manipulating fine objects. Their comes on a 6 foot stalk that can retract into their body and contains a long tongue they use as weapons, they can also spit pellets of radiant energy.

Aartuk Elder

A Challenge 3 Typically Lawful Evil Large Plant. Aartuk's continue growing their entire lives and the elders tend to be around 12 feet in diameter. They generally smash things with their branches and spit radiant pellets, while attempting to use their tongue to grapple smaller creatures and drag them to it. They also have some minor psionic spells for out of combat namely calm emotions, detect magic, and sending.

Aartuk Priest

A Challenge 2 Typically Lawful Evil Medium Plant. The aartuks have no gods of their own, but some groups have adopted worship of various gods of war and vengeance. A priest is similar to but weaker than an elder, and has different psionics, Tongues to communicate with other creatures easier, and Revivify to instantly restore someone like a elder that was just killed. Once a day they can also magically end the Charmed and Frightened conditions on any creatures of their choice within 30 feet.

Aartuk Warrior

A Challenge 2 Typically Lawful Evil Medium Plant. The warriors are the baseline troops of the aartuks, and in terms of battle are the elders but weaker and with no psionics.

Next time more monsters like the Astral Elves.

Yusin fucked around with this message at 02:49 on Aug 23, 2022

Yusin
Mar 4, 2021

Xiahou Dun posted:

There a typo or are aaturks really CR 2 planets?

I know they’re real bad at calculating CR but drat.

Yes it was a typo on my end, they are plants not planets

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie (Part 2)

Astral Elves

A long time ago a bunch of elves moved to the Astral Plane to be closer to their gods, there they could exist indefinitely.
The Astral Elves were among the first creatures to dwell in the Astral Plane, and so have long had to reckon with violent rivals and strange visitors, and have clashed with numerous others over their long existence. When dealing with others the elves customarily cover their faces to become faceless extensions of their gods, and their fierce devotion has resulted in the elven pantheon granting them power, one of the most notable is the ability to channel radiant starlight through their weapons, and the leaders with the ability to summon forth Solar Dragons.
The Elves use a type of solar crystal to create their ships the Star Moths and some others to travel the Astral Sea and Wildspace. They also reshape the bodies of dead gods to create floating cities and citadels.
While they consider the Astral Sea their proper home, they still venture into Wildspace to place their ships and citadels arounds stars. The reasons for this are simple. First being close to a star lets them make pacts with solar dragons and harvest starlight which is used to grow crystal and repair their ships. Second outside of the Deep Astral they are capable of having and raising children to increase their numbers.
Astral Elves tend to be thousands of years old, and this longevity a perspective on time that few others can understand. As a result they tend to be detached viewing matters happening elsewhere as mattering little to them, and even by elven standards many look down on others. Many Astal Eleven societies have even gained imperial ambitions and view any that stand in their way as inconsequential compared to them.
Astral Elves of Xaryxis
An amoral group of Astral Elves called the Xaryxian Empire serve as the primary antagonists of the adventure in this product.

Astral Elf Aristocrat

Highborn leaders of the Astral Elves gifted with magical abilities, like channeling sunlight and summoning solar dragons.
They are Challenge 8 Medium Humanoid Wizards of Any Alignment. They are fairly skilled in close combat and can fire piercing beams of radiance three times a day and teleport themselves a short distance. Their most powerful ability is a 50% chance of being able to summon a young solar dragon for 10 minutes to act as their ally.

Astral Elf Commander

The commanders are generally reasonable for leading warriors into battle and tend to have one or more ships under their command as well.
They are Challenge 7 Medium Humanoids of Any Alignment. They can fight at melee or at range but are more dangerous using their bow. They also have the ability to cast the Teleport spell twice a day, which they normally use to rescue the warriors under their command or get into a good position with a squad.

Astral Elf Honor Guard

The honor guards are responsible for protecting the most important people and locations in Astral Elf society, they serve as elite warriors and officers.
They are Challenge 5 Medium Humanoids of Any Alignment. They serve as melee fighters primarily, but can shoot rays of radiance at range if needed.

Astral Elf Star Priest

The Star Priests gain even more power from the elven gods and oversee religious practices. They also commonly serve on spelljamming ships as both emissaries of the gods and the ships spelljammer.
They are Challenge 5 Medium Humanoid Clerics of Any Alignment. While not super durable they hit fairly hard, and can summon a rain of radiance down on a creature. Like the Aristocrat they can teleport short distances and cast spells, their primary options being support stuff like healing.

Astral Elf Warrior

The rank and file warriors who serve as crew on spelljamming ships and defend their interests on the Astral Plane. Their innate magical ability allows them to serve as a spelljammer as well.
They are Challenge 3 Medium Humanoids of Any Alignment. For the most part they are the Commander but weaker with no ability to cast teleport.

Autognome

Mechanical Gnomes that resemble the gnome that created them, but could never be mistaken for a gnome itself.
They generally obey their creators, but a design flaw can cause it go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for.
No two autognomes are exactly the same and magic gives them their intelligence. Most are programed to follow three directives. Defend gnomes being attacked by non-gnomes, defend yourself if attacked, and protect infants and youngsters from harm. The last one was just intended for good intentions, but it does not distinguish based on species. So if a young dragon or dragon wyrmling were attacking a group of adults the autognome would come and help out the dragon.
They are Challenge 2 Small Constructs of Any Alignment. Their general attack is shock they can use at melee or ranged, but if they ever take more than 15 damage at once a d20 is rolled to see if they suffer from a malfuction, which can range from the gnomes limbs falling off to them self destructing.

Braxat

Brutish, sadistic, but very intelligent carnivores with a thick, articulated shell. Despite their appearance they speak in voices quite similar to humans.
Braxat's prefer to hunt alone or in pairs, and prefer arid areas like deserts, canyons, wastelands and lonely asteroids to search for prey. They also can spew acid, but tend to only do so as a last resort as it ruins the flesh they like to eat. As mentioned they are very intelligentm typically smarter than the average human, and they also have psionic abilities like constantly projecting a psychic barrier to further reinforce their armor.
They are Challenge 9 Huge Giants that are Typically Neutral Evil. Along with smashing things with their clubs they can use the psionic spells Compulsion and Fear. If attacked they can further create a Psionic Shield which functions like the Shield Spell, and stacks with their already impressive AC.

Next time the B’rohg.

Yusin fucked around with this message at 22:22 on Aug 23, 2022

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie (Part 3)

B’rohg

B'rohgs are 15 foot tall four armed giants a little above an ape in mental ability. They are fairly simple creatures that enjoy tossing rocks, and communicate with each other through grunts and basic hand signals, having no spoken or written language. B'roghs prefer to be left alone and so normally don't pose a threat to smaller creatures, but because of their size and strength they make popular attractions in arenas were they are coerced into fighting for food.
B'rohgs are are normally content with their lives and rarely bond with other types of creatures, but they tend to have a sense of gratitude. If a creature shows kindness to a b'rohg, they tend to be being puzzled, then wary. But this can win the b'rohg's trust, and many try to repay it in some way, and follow the creature around for a while. However a b'rohg will eventually tire of their company and will leave seek others of it's own kind.
They are Challenge 6 Huge Giants of Any Alignment. They mainly fight by smashing with their fists and tossing rocks, but they can also use their Hideous Rend ability to grapple a smaller creature with all four of their hand and start ripping them apart, killing them instantly if they reduce them to 0 HP with the attack.

Chwinga
Tiny elemental spirits that can adapt to any environment. They consider themselves custodians of nature and seek to protect it. While intelligent they don't have names and can't speak.
While they normally avoid other creatures, they are curious about the trappings of civilization and tend to follow creatures that appear near their areas with them. They might grow fond of a creature they shadow for any number of reasons, even just the way they walk, or do things. And may provide that creature with magical aid or a gift before departing.
Chwinga Astronaut

Chwingas that live in wildspace, normally on small asteroids or moons, though they also ride space guppies.
They are Challenge 0 Tiny Elementals that are Typically Neutral. They can do some minor spellcasting and hide inside any natural object like a rock, a bush, or water to make themselves untargetable. Once a day they can grant a creature a magic charm, the Astronaut variant has two new charms, one that allows a creature to cast the Air Bubble Spell three times, and one that lets lets a creature conjure a tool set.

Cosmic Horror

Massive entities from the Far Realm, that once in a while mange to slip out of it and drift through the Astral Plane. There they are attracted to the light of the stars and make their way into Wildspace systems were they lay waste to worlds feeding on the minds and bodies of the inhabitants. Once sated they return to the void where they sleep and drift aimlessly until awakened by hunger or something bothering them.
The horrors are some of the most powerful creatures of Far Realm, and none of them have the exact appearance, though they tend to share some qualities, namely they all stretch roughly 100 feet and it's body is a "seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages."
They are Challenge 18 Gargantuan Aberrations that are Typically Neutral Evil. They fight by biting and grabbing with their tentacles of which they have between 2 and 9, and sending out psychic whispers that deal heavy damage in large radius around them. They are Legendary Creatures with three uses of Legendary Resistance, and three Legendary actions which they can use to further crush things they have grappled, spit out poison gas, or teleport along with anything it's grabbed.

Dohwar

Small fey creatures that resemble and move like penguins with clawed hands. The dohwars work as merchants and are always looking for ways to profit. They like to do their deals in secrecy, like dark alleys and other out of the way spots, even when what's being bought and sold is not illegal or dangerous. They prefer a garish mishmash of clothes or hooded cloaks. a group of them is called a cartel.
While fairly talented linguists, dohwars prefer to communicate though a form of telepathy called merging where two dohwars stay in mental contact while telepathically linked to a third creature.
The Dohwars have their own pantheon of deities made up entirely of gods of commerce and wealth from many worlds and faiths. They believe if they worship these gods, they can become the best merchants in the multiverse without offending any god in particular. They view the mercanes as their primary rival for the titles of best merchants, though the mercanes do not view the dohwar as rivals.
They are Challenge 0 Small Fey of Any Alignment. Other than pecking things for minor damage, their primary ability is to psionically cast Detect Thoughts three times a day.

Esthetic
A monster I am actually going to skip for right now. They are heavily connected to a later creature in the book, and I think it makes the most sense to go over them both together.

Eye Monger

Beholder-kin that resemble asteroids when they have their eye and mouth closed. When they sense vibrations near them they open their eye and reveal their true nature.
An eye monger has no use for treasure but their stomache may hold a fair number of items they have yet to or can't digest. While they don't project an aura of antimagic from their eye like a Beholder, their gullet suppresses magic and prevents swallowed creatures form using it to escape.
They are Challenge 10 Large Aberrations that are Typically Lawful Evil. Their primary tactic is to pretend to be a normal rock to ambush it's target, bite and swallow them then hover away to digest them, as the only ways for a swallowed creature to escape is for someone to kill the eye monger or for the creature inside to deal 25 damage to the eye monger in one turn to make it throw them up (This can be hard when restrained, blind and taking tons of acid damage).

Feyr

It's pronounced Fear. Horrors that feed on strong emotions, to reduce the chance of them being harmed they prefer to devour the nightmares of creatures while they sleep.
While it does not harm them, they dislike bright light, so find Wildspace to make a good home. When they come across a ship they enter the envelope turn invisible and stow away until they can find a sleeping victim. They fairly cowardly and tend to flee if confronted rather than risk harm.
They are Challenge 5 Large Aberrations that are Typically Chaotic Evil. When they do engage in combat they have a fear inflicting bite, and tentacles that can grapple creatures and deal psychic damage. They can turn invisible at will, but are revealed when they use any attacks or abilities. Once a day they can target an unconscious creature and start consuming their nightmares, dealing a good chunk of damage and giving the Feyr an equal amount of Temporary HP.

Next time we move on to the Gs.

Yusin
Mar 4, 2021

disposablewords posted:

I'm looking forward hopefully to the Reigar, who when the first version of Spelljammer was released, were basically a whole race of sparkly, willowy David Bowies. Something that'd get accused of pandering to the anime pretty-boy (and -girl) fans these days.

The reason I skipped the Esthetic is cause I wanted to talk about the Reigar alongside them.

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie (Part 4)

Gaj

Insectoid creatures that prefer to prey on other intelligent life. They are patient ambush predators that prefer desert and rocky areas to lurk in. While not capable of speaking gaj have the magical ability to understand the speech of all other creatures.
They are Challenge 4 Large Aberrations that are Typically Neutral Evil. They use their mandibles to grab other creatures and tear into them, and can magically cause a creature they can see to become paralyzed on a recharge. When they grab a creature they can wrap their feather like antennae around their head. This allows them to try and probe a creatures mind and extract a piece of information the gaj wants to know, successful or not the probe is painful and takes it's toll on the victim.

Giff
Hippo people that average around 7 feet tall. They are frequently found in Wildspace and it's ports offering their services as mercenaries, and giff troops are renowned for their martial training and love of explosives and guns.
All aspects of these giff's society is organized around along military lines, all members having a military rank from birth. They are then promoted for showing valor, and merit, time in service is not considered a valid reason for promotion (Honestly you can kind of think of them like these guys, but hippos instead)
As mentioned Giff specialize in explosives and guns, and for them the bigger the boom, the brighter the flash and the thicker the smoke they produce, the greater the glory for the weapons user.
Giff Shipmate

Shipmates form the bulk of a giff crew, and are disciplined sailors.
They are Challenge 3 Medium Humanoids of Any Alignment. They have traits to allow them ignore the loading property of firearms, and one to allow them to help them remain on their feet against effects that would knock them prone over overboard on a ship. They shoot with their muskets, using their sword if an enemy gets close. Lastly they can toss a grenade that explodes in a large radius, after tossing a grenade a die is rolled and if the number is 4 or lower the giff is out of grenades'.
Giff Shock Trooper

Giff trained to mount assaults on enemy strongholds. Their role is to soften enemies up at a range then charge in to mop up any that remain standing.
They are Challenge 6 Medium Humanoids of Any Alignment. They are heavily armored, and can knock large and smaller creatures prone just by running at them, they gain the siege monster trait doubling their damage against objects and structures, while keeping the giff firearm mastery. Along with their greatsword and musket, they have bombs they can toss like the shipmates grenades', though with a smaller radius to better account for close combat and tight quarters.
Giff Warlord

Giff of a high enough rank that take up independent work may end up with enough influence and power to become a warlord.
These giff normally command small fleets of ships and operate out of heavily defended strongholds. They view anyone that shares their ideology -whatever it is- as eligible to join their army. Normally this consists of mages to operate the ships and provide support, mercenaries of various species, and Giff Shock Troopers as elites.
They are Challenge 10 Medium Humanoids of Any Alignment. They have standard firearm mastery. Are armed with a big morningstar and a double barreled musket that deals a lot of damage. Warlords are also legendary creatures with two uses of Legendary Resistance and three Legendary Actions, which can be used to move without provoking attacks of opportunity, end the frightened condition on creatures of their choice, or to take out their musket or morningstar and attack a creature with it.

Githyanki
Descendants of an ancient people once enslaved by the Mind Flayers. They have potent psionic powers and mostly dwell on the Astral Plane. The most notable Githyanki are the followers of the Lich Queen Vlaakith, who terrorize the material plane and Wildspace with raids.
Many Githyanki are in other books, so these are just some new options.
Githyanki Buccaneer

Githyanki that search the Astral Plane for riches they can take back to their hidden fortresses in the Deep Astral. Most of them are warriors who lost the will to serve Vlaakith, and so follow their own code, or revel in their new freedom.
They are Challenge 3 Medium Humanoids (Gith) of Any Alignment. They fight at melee with their greatsword or at a range with telekinetic bolts. They have some impressive psionic spells including Plane Shift, and can teleport short distances as a bonus action.
Githyanki Star Seer

Star seers believe that stars are the eyes of the multiverse, and so used their magic to contact stellar entities, hoping to learn what they know and record their secrets. They constantly scour Wildspace in search of more entities hoping to be the first to find them. Lots of what they learn is very cryptic and takes years of research to decipher, but most star seers live in the Astral Sea where time does not matter.
They are Challenge 7 Medium Humanoid (Gith) Warlocks of Any Alignment. They know all the psionic spells the buccaneer does and can do the same teleport, and they add more psionics on top of that, including the ability to cast Contact Other Plane as an action. They can also shoot bolts of radiance if they need to fight.
Githyanki Xenomancer

Githyanki that travel the universe to catalog and study creatures they have never seen. They generally hope for friendly contact with sapient creatures, but they have decent survival skills if they meet hostile ones.
For some of them their research requires them to capture specimens to be captured so they can imprison it and study the behavior, or killed and dissected for study of it's internals and harvesting of it's internals. They generally do this type of work in labs on the Astral Sea.
They are Challenge 9 Medium Humanoid (Gith) Druids of Any Alignment. They are talented at both melee and range, and have the same abilities as the buccaneer and augment their psionic spells with a lot of generally druid themed spells, though their most powerful tool is the non druid spell Forcecage. They can also parry melee attacks against them as a Reaction.

Hadozees
Simian like humanoids with skin membranes that let them glide.
While they have a home world called Yazir, most of them feel at home in Wildspace over it. They are often hired as mercenary crews, as their natural climbing ability and ability to glide are useful on ships. Many also know how to use a ships gravity plane in combat to their advantage as well, diving off the side of the ship, gliding under the keel, and reappearing on the opposite side of the ship.
Hadozee Explorer

Hadozees with an intense wanderlust that seek treasure and adventure. They normally serve as navigators on ships, and view the Astral Plane as an uncharted expanse for them to venture into.
They are Challenge 2 Medium Humanoids of Any Alignment. They are armed with a short sword and musket (though are not as good at using it as the giff are). Along with their ability to glide, they can disengage or hide as a bonus action allowing them to quickly get out of danger.
Hadozee Shipmate

Hadozee that serve as general crew on many spelljamming ships that hire them.
They are Challenge 1/8 Medium Humanoids of Any Alignment. These guys are normally mobile general staff and not fighters, but can stab with or throw a dagger in emergency.
Hadozee Warrior

These ones are those that make their living fighting, sometimes joining up with pirate crews. Squads of warriors like to take colorful names like the Jammin’ Wingbats, and the Night Howlers.
They are Challenge 1/2 Medium Humanoids of Any Alignment. They mostly serve as a step up to the shipmate, replacing the dagger with a shortsword and adding a crossbow. They can also use the Uncanny Dodge reaction to halve damage they take.

Jammer Leech

Barnacle-like creatures that start life as space dwelling spores that attach to the hulls of ships. After being attached for a few days to a hull they puncture it and develop a hard shell that can attach itself through a glue like substance (Though they are capable of slow movement) and roughly matches the color of the hull so it's not easily noticed. The Leech inside has a single eye and a spiked tentacle it can use to defend itself. If a pair of leechs end up on the same ship they will produce 1d6 spores each month, some of which might join their parents, while others fly off to connect to other ships.
The leeches damage the hulls of ships they attach to and feed off the magic energy that comes from the ships Helm. If a crew finds out about leechs the proper way to take care of it is to the scrape them off while avoiding the spike instead of killing them. Damaging the leech can cause them to discharge some of the energy they absorbed in a stunning blast, and killing them while they are attached to the ship can cause backlash to the mage attuned to the Helm.
They are Challenge 1 Tiny Plants that are Unaligned. Most of their abilities are passive other than stabbing with the spike for minor damage. 1/day they can do the discharge when they take damage, and when they die the Spelljammer of a ship they are attached to takes damage and becomes incapacitated. As a bonus action they can attach to a ships hull which deals minor damage to the ship and ignores the damage threshold, and the damage can't be recovered while the leech remains attached. Scrapping them off takes a fairly tough strength check, but does not do damage to the leech or ship.

Next time space whales and the book's first dragon.

Yusin fucked around with this message at 07:36 on Sep 4, 2022

Yusin
Mar 4, 2021

Yusin posted:

(No I do not know how they put on pants)

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie (Part 5)

Kindori

Whale like creatures that are among the largest found in Wildspace. A typical adult can be up to 80 feet long.
Kindori lack mouths, and the top of their head has several small eyes that can emit beams of light to blind predators. They communicate with each other by sending flashes of light from their eyes, and they draw their nourishment from the light of stars.
Kindori are large enough to have their own gravity plane and air envelopes, so smaller creatures can live and travel on their bodies. Organisms like moss and molds grow on the surface of their bodies, and other creatures looking for a meal come to clean it off, which it does not mind. Very old or sick kindori may have an overgrowth of vegetation on them.

A kindori’s bones and cartilage do not decay after they die, and other creatures devour their flesh. So, a kindori skeleton can be turned into a spelljamming ship by placing a helm in it.
While peaceful kindori have many enemies that hunt them, like dragons and the various people that inhabit whilespace.
They are Challenge 7 Gargantuan Celestials that are Unaligned. They can smash a target with their tail for good damage, and as a bonus action create a cone of bright line that blinds creatures in it.

Lunar Dragons
Also called moon dragons or phase dragons, are capricious, xenophobic creatures that make their lairs inside moons by burrowing through the rock.
Unlike many dragons lunar dragons are very protective of their young. Female lunar dragons will stock their lair with food before laying eggs, as she won't leave until the eggs hatch and the offspring are old enough to support themselves. This can be bad for other creatures as the lunar dragon is going to steal a lot of food stuffs and kill many creatures in preparation for this. Lunar dragons darken as they age, starting as an alabaster white and eventually turning slate grey.
These dragons are also dicks as they enjoy the act of depriving others of treasure more than acquiring the treasure itself. Spelljamming Helms are frequently found in their hordes which they steal from any ship that enters the dragon's territory.
They can also become incorporeal, but only to a certain extent not enough to pass through other creatures and objects.
Lair of a Lunar Dragon
The cave complex's lunar dragons lair in can have a large amount of variance depending on the ecosystem and composition of the moon. But the dragon's magic produces one or more of the following effect in the region it's in if the dragon is an adult.
Black Frost. A thin layer of black frost covers the ground and kills all ordinary plant life within 3 miles of the lair or 6 if the dragon is Ancient.
Haunting Moan. A creepy sound gets either louder or fainter (dragon''s choice) as a creature moves closer to the lair. This is audible for 3 miles or 6 if the dragon is Ancient.
Moon Devils. Funnels of dust and frost travel around the area within a mile of the lair trying to intercept creatures they encounter, these moon devils have the statistics of air elementals but deal cold damage.
Now starting youngest to oldest.
Lunar Dragon Wyrmling

They are Challenge 2 Medium Dragons that are Typically Neutral Evil. They can burrow through solid rock leaving a tunnel as a trait. In battle they bite and have a cold breath that also halves the speed for a turn of creatures it affects. As a bonus action they can two times per day phase and become partially incorporeal for as long as they concentrate on it, while phased they resist bludgeoning, piercing, and slashing damage.
Young Lunar Dragon
They are Challenge 7 Large Dragons that are Typically Neutral Evil. Their burrow and flight speed doubles compared to the wyrmling, their attacks get stronger and increase in range, and they add two claw attacks to their combat routine.
Adult Lunar Dragon

They are Challenge 13 Huge Dragons that are Typically Neutral Evil. Their attacks once again increase in potency, and they gain an extra use of their phase ability. They also become Legendary creatures at this point with two uses of Legendary Resistance, and two Legendary actions, which they can use to attack with their tail, or to cover an area of the ground within 120 feet of them with ice that serves as difficult terrain for non lunar dragons.
Ancient Lunar Dragon

They are Challenge 19 Gargantuan Dragons that are Typically Neutral Evil. Once more all of their attacks get stronger, and they gain an extra use of Legendary Resistance and Legendary actions along with a new Legendary action to take, a wing attack that knocks creatures near the dragon prone and lets it fly up to half it's speed without provoking opportunity attacks.

Megapede

Massive centipedes that can be up to 150 feet long, though most top out around 100 to 120. They prefer to live in sandy areas were they can hide in the sand until prey comes along or in large underground chambers.
Their bites are poisonous and they have other magical abilities to help it take down prey.
After laying eggs megapedes carry them on their back until they hatch. A hatchling will grow to full size in weeks after gorging itself on as much food as it can, including it's siblings if it has few options.
They are Challenge 11 Gargantuan Monstrosities that are unaligned. Along with their poison bite, they can magically drain the life of creatures within 15 feet of them or implant a psychic bomb in the mind of a creature it can see, which will incapacitate the target if they fail their save.

Mercane

Merchants who specialize in magic items, advanced technology, artifacts, and spelljamming helms. The mercanes are considered the best option to get anything of rarity in the multiverse. They use spelljamming ships to travel the Astral Sea, Wildspace and the worlds within were they conduct most business. It's rare to see more than one, though one will almost always been accompanied by underlings and bodyguards.
Mercanes consider themselves professionals and have no scruples about who they do business with. They will be fair and reliable to any paying client, so long as the other party has not wronged a mercane in the past. Mercanes posses normal telepathy, but they also have a special version that lets them communicate with each other across the multiverse. A mercane often uses this ability to warn other mercane about individuals and parties that are dangerous or unreliable and that other mercanes should not do business with them. Once a mercane has been offended, getting back into the good graces of any of them is next to impossible.
They are Challenge 5 Large Giants that are Typically Lawful Neutral. For combat they can attack with a psi infused blade, and know some psionics for defending themselves and escaping danger, along with the utility spells Detect Magic, and Light they can use at will. Though honestly fighting one of these guys is a fairly bad idea cause it puts you on the blacklist of all other mercanes.

Murder Comet

Sometimes an evil spellcaster just wants to take a fire elemental and an earth elemental, smash them together, and make an evil screaming man sized flying head that's on fire and smashes into anything it sees. Murder comets either by themselves or in a posse of other murder comets, search ships and other stuff to destroy.
The creator of a murder comet can also bind their own soul into one. This way they become ageless and can race across wildspace without any need to care for themselves anymore. If this is done the comets face becomes like that of it's creator , and it's alignment, mental ability scores and languages change to match the creator.
They are Challenge 5 Medium Elementals that are Typically Neutral Evil. Murder Comets are very fast, have the Siege Monster ability to deal double damage to objects and structures (Like ships), Flyby so they don't provoke opportunity attacks when they fly out of reach, and can slam into things or spit fire. If killed they also explode like a fireball dealing damage to everything within 20 feet of them.

Next time four things that are all super creepy.

(Also I accidently deleted this entire entry after copying it, then copied a different thing. I am so so glade control z exists.)

Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie (Part 6)

Neh-thalggu

Generally known as brain collectors, they consume the brains of humanoids to enhance their magical abilities.
Neh-thalggu originally come from the Far Realm, but have spread across the Astral Plane and found ways to the Material Plane, where brains are much more abundant.
After killing a victim, it cuts open the victim’s head and removes the brain. It then swallows the brain whole and the collected brain is stored inside one of several pockets in the the brain collector's head. Once it has collected twelve brains it is overcome by an urge to return to the Far Realm and begins devoting all its time to finding a way home.
During an combat encounter with one the DM should roll a d12 to determine how many brains it has already taken.
They are Challenge 4 Large Aberrations that are Typically Chaotic Neutral (Is this is misprint?). After eating a brain they automatically know all languages the brain knew for their trait. For combat they can bite and claw, but they have a weaker mind flayer like mind blast that only affects a single creature, and leaves them vulnerable to having their brain extracted which does a lot of damage and kills if it reduces the target to 0 hp. They also get Psionic Spells and having up to 12 they can use one for each brain they have taken.

Neogi

Hateful slavers that resemble spiders with the neck and head of an eel. They are capable of poisoning the body and mind of their targets and can easily subjugate creatures physically superior to them.
They dwell in far-off hard to reach places in the Material Plane, Astral Plane and Ethereal Plane. The neogi left their home world long ago to conquer and devour other creatures in other realms. One world they came to was the original one of the umber hulks who they enslaved and forced to build their ships. The umber hulks that serve the neogi have been in their service so long to the point the neogi don't even need to use their mental enslavement abilities on them to control them anymore. Because of their desire to enslave or devour nearly all creatures they come across, they are widely hated.
The upcoming neogi monsters are basically variants of the neogi that appeared in the book Monsters of the Multiverse. But there are enough differences they can still be used together fairly naturally.
Neogi Hatchling Swarm
A neogi lives about a century. Once age has weakened one enough, the other neogi in the group overpower it and inject it with a special poison. This poison transforms the neogi into a bloated mass of flesh. The other neogi lay their eggs in it, and when the hatchlings emerge, they devour the old neogi and one another until only the strongest newborns are left. But sometimes the hatchlings, united by an evil purpose, coalesce into a swarm instead.
They are a Challenge 3 Swarm of Tiny Aberrations that are Typically Lawful Evil. They primarily just swarm and creature biting and poisoning it, while slinking through any openings.
They are a variant of the Neogi Hatchling from MotM which is just a single one who survived and is now under the ownership of an older neogi until they can enslave creatures themselves.
Neogi Pirate
Young adult neogi that serve as crew on neogi ships.
The mentality of neogi is alien to many others. Because neogi have the power to control minds, they consider doing so to be natural. Their society does not distinguish between individuals, aside from the ability that a creature has to control others, and they don't feel the same spectrum of emotions that humanoids experience. "To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness."
Neogi mark themselves and their slaves through dyes, transformation magic, and other markings that to signify rank, achievements, and who that individuals owner is. By these signs, neogi can easily tell each others’ place in the hierarchy—and they must defer to those of higher station or risk a harsh punishment. But outside of obligations to their masters neogi are willing to engage in any activity that profits them.
Pirates are Challenge 3 Small Aberrations that are Typically Lawful Evil. They are fairly standard fighters clawing and using their poison bite. Neogi also have a trait called mental fortitude that allows them to better resist being charmed or frightened and they can't be put to sleep by magic.
The pirate is a variant of the Adult Neogi from MotM. Pirates are just younger and have yet to manifest their ability to mentally enslave creatures as a bonus action, though pirates are bettered armored than the standard adult.
Neogi Void Hunter
Bigger than the typical adult, void hunters normally serve as captains and spelljammers on ships. They also have bargained with stellar entities that embody the essence of evil to gain their magic.
They are Challenge 4 Medium Aberration Warlocks that Typically Lawful Evil. Along with the poison bite, they can shoot off eldritch bolts, and use the spells invisibility and dimension door once a day each. As a bonus action once each rest they can attempt to mentally enslave a creature for a day.
They are a variant of the Neogi Master from MotM. The Master has a larger spell list though it does not know invisibility, and the master's ranged attack Tentacle of Hadar turns off reactions though it does not deal as much damage as the void hunter’s bolt.

Plasmoids
Intelligent oozes that can freely alter their shape. They have a mass of nerves for a brain and absorb oxygen through pores on their body to sustain themselves. Up to four times in its life, a plasmoid can reproduce by merging with another of its species. Once they separate one of the two (which one is random) will divide in two, one is the original while the other is a duplicate that lacks the memories and knowledge of the parent.
Plasmoid Boss

Once in a while through some anomaly a plasmoid will balloons in size when it becomes an adult (around 20 years). Many of these large plasmoids decide to use their size and strength to boss around smaller and weaker creatures, and some end up in positions of power through this, like the leader of a criminal organization, captain of a ship or leader of a community. Still no matter what role they take, bosses need some charm and wit, in addition to physical strength, to stay in power.
They are Challenge 4 Large Oozes of Any Alignment. They have the plasmoid amorphous ability which lets them squeeze through any opening at least 1 inch wide. Other than that, they are fairly simple brutes who attack several times with their pseudopods and have advantage on the attack if they are close to an ally. As a reaction they can Uncanny Dodge to reduce damage by half.
Plasmoid Explorer

Plasmoids tend to experience wanderlust and they frequently venture out to explore the Astral Plane and various worlds. They normally travel light.
They are Challenge ¼ Medium Oozes of Any Alignment. They have Amorphous and can replace a use of their pseudopods with a javelin.
Plasmoid Warrior

Battle-hardened plasmoids that have learned to toughen their outer surfaces to be on par with light armor.
They are Challenge 3 Medium Oozes of Any Alignment. They have Amorphous, and can replace a pseudopod attack with a use of their spear or their pistol.

Psurlons
Malevolent worm like creatures that dwell on the Astral Plane. They tend to like to adorn themselves in richly covered robes and hold a distaste for armor and weapons.
They tend to live for thousands of years due to staying on the Deep Astral, but every hundred years or so, they invade Wildspace and preform a seven year ceremony called the Feast of Worlds, during this time they devour as many sentient creatures as they can before going back to the Astral Sea. Their favorite meat is that of humans and halflings, but they don't mind eating the flesh of other folk. To make their attacks easier they use their magical powers to infiltrate the settlements of victims.
Psurlons are one of the few creatures that have a positive working relationship with mind flayers. They will work together to collect victims, the illithids get the brains while the psurlons get the rest of the body. Because of this alliance the githyanki hate psurlons and attack them whenever they discover them.
When a psurlon dies other psurlons collect the body and lay eggs inside it a day later these eggs will hatch into worms that will devour the corpse and each other over seven days. The survivors will then crawl out of the body as adults.
Psurlon

They are Challenge 2 Medium Aberrations that are Typically Lawful Evil. They have the Aberrant Mind Trait which makes it impossible for magic to read their thoughts or put them to sleep. In combat they can attack with their bite and claws, cast psionic spells like suggestion, or use their Psychic Crush attack on a creature within 120 feet of them.
Psurlon Leader

One of every 100 Psurlons is a mutant with two heads one at each end of their body. The two headed ones have superior mental and spell power so the normal ones look to them for leadership.
They are Challenge 6 Medium Aberrations that are Typically Lawful Evil. They share Aberrant Mind and gain the Two Heads trait which lets them resist many conditions. Their spell list is expanded with dimension door, and lastly their attack routine is upgraded with a second bite attack and the ability to use a stronger Psychic Crush or a new ability called Pacify as part of it. Pacify allows them to instantly knock a creature unconscious for 10 minutes or until they are woken up.
Psurlon Ringer
Ringers are psurlons that have decided to make a sacrifice for the good of the rest. First they consume the body of a medium humanoid, then they enter a trance for eight hours at the end of which they will take on the appearance of the humanoid they ate and gain all of their memories and languages. The transformation is permanent and is used to infiltrate humanoid groups. Despite their appearance they are still have some of their psurlon powers and other psurlons will always recognize them as one of their kind.
They are Challenge 1 Medium Aberrations that are Typically Lawful Evil. They are similar to a normal psurlon but weaker, lacking the claws and bite making do with a dagger.

Reigar

Reigar are androgynous folk who evolved into a humanoid shape from a species of octopus like cephalopods. They have bioluminescent markings on their bodies and can freely change the color of their skin. A glory of twinkling motes that randomly change color surrounds them and repels attacks.
As a whole reigar do not trust each other, and have not ever since they destroyed their home world in a war that ended with a cataclysmic event they call the Masterstroke. This destruction was the end result of a plot to create the most beautiful display of carnage and death the multiverse has ever known. The reigar believe they exist solely to create art and war. They consider warfare to be the highest form of artistic endeavor, every act of violence is done with the intent of creating something beautiful.
Reigar wander the multiverse in search of artistic inspiration in organic ships they create called Esthetics. They also each create a unique magical piece of jewelry called a talarith that only they can use.
They are Challenge 8 Medium Celestials that are Typically Chaotic Neutral. Their Glory adds their Charisma mod to their AC for their main trait. For battle they stab with their trident which is amplified by their talarith, or they can shoot a Chromatic Bolt of changing elements. They have a wide variety of psionic spellcasting, but their most powerful ability is to use their talarith to summon forth a golem in the form of the only reigar they trust, themselves. The golem is an exact duplicate statwise to the normal reigar but lacks the talarith abilities as lack one.


Now to go back to the monster I skipped
Esthetic

Biological, symbiotic creations of the reigar that they use as spelljamming warships. When a reigar find another spelljamming ship it's hostile towards with it's esthetic, the esthetic can disable the enemy ship's Helm. After which the esthetic can work on killing the crew.
All esthetic's have a unique appearance that depends on the reigar designed it, but all have a shape somewhat like a jellyfish.
Each esthetic has enough space inside to comfortably host its reigar and up to six Medium passengers. Access is gained through a hatch that only the reigar can open or close with a touch.
Esthetic's can live indefinitely as long as their creator is alive, if their creator ever dies, the esthetic will sicken over 1d12 days then die.
They are Challenge 12 Gargantuan Aberrations that are Unaligned. Their traits allow them to function as a spelljamming ship with a helm that only a reigar can use, and they shed light. In combat they can attack with their tentacles which start dissolving any creatures they grapple with acid. As a bonus action they can deactivate a Helm on a ship within 300 feet of them. If this is used the Helm won't work for 2d10 days. The Spelljammer can weaken this effect by making a save. If they fail the save they take heavy damage and the Helm only stops working for 2d10 hours, if they succeed they talk half as much damage and the Helm is only disabled for 2d10 minutes.

Next time the S section (It stands for space).

Yusin fucked around with this message at 05:45 on Aug 26, 2022

Yusin
Mar 4, 2021

The Lone Badger posted:

So if it doesn't reduce you to 0hp you just... keep living?

It means they did not get the brain out, but you still took a lot of damage from the attempt. But I can understand the confusion based on my wording.

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Yusin
Mar 4, 2021

Spelljammer Adventures in Space

Boo's Astral Menagerie (Part 7)

Scavvers

Scavvers are one eyed shark like monstrosities that fly through space devouring anything they can fit in their mouths. They are not all aggressive and frequently trail behind larger things like ships and asteroids to devour refuse, and when near a ship make sure to stay in the air envelope so they can keep pace. The lesser scavvers are rarely more than a nuisance, but the larger ones are quite dangerous as they won't wait for meals to come to them.
Brown Scavver
Scavvers that tend to be around 10 feet long. They like to swallow prey whole, and it takes them days to digest a meal, during which they will only attack in self defense.
They are Challenge 4 Large Monstrosities that are Unaligned. They attack with a bite and if a medium or smaller creature fails a dex save after being hit they will be swallowed and start taking poison damage from the poison gas in the scavvers stomach.
Gray Scavver
The smallest scavver at around 6 feet long. They travel in packs and the scent of blood sends them into a frenzy, though if harmed themselves they normally quickly break off and retreat.
They are Challenge 1/4 Medium Monstrosities that are Unaligned. They have advantage on their bite's attack rolls if their target is missing hit points.
Night Scavver
Scavvers that average 15 feet long with a coloration akin to Wildspace itself (This gives them a good stealth score). They fearlessly will invade the air envelopes of ships and attack crew members on the deck.
Cooked night scavver meat is also a popular offering in taverns across Wildspace.
They are Challenge 5 Huge Monstrosities that are Unaligned. Like the gray their bite has advantage if the target is missing hit points but the night's hurts much more.
Void Scavver
Solitary scavvers that average 20 feet long. Like the night scavver their black hide allows them to hide easily, and they are very aggressive preferring to go after the sources of scraps rather than the scraps.
They are Challenge 11 Huge Monstrosities that are Unaligned. Like the brown scavver they can swallow creatures as part of their bite, and their bites hurt almost twice as much as the night scavver. As a bonus action they can project an invisible ray from their eyes that causes the target creature to be frightened of the scavver (even more than they normally would considering how intimating it is).

Solar Dragons

Also called radiant dragons or a sun dragons are born in the hearts of stars. During it's time outside the lair they are either patrolling or hunting for food. They can see clearly in even the most blinding light (or darkness).
Like all dragons solar dragons are fond of treasure, but in wildspace's void they consider food to be more important. Their favored prey are kindori, scavvers and other space wildlife large enough to make a decent meal. Because of the preference for large prey they might occasionally mistake distant spelljamming ships for prey and come within range of the ships weapons before realizing their error and turning away. Captains that know what they are doing won't take the dragon's approach as hostility. If a solar dragon is fired on they are quite vengeful and will destroy the ship in retaliation.
Solar dragons are fairly territorial behave as such. Younger ones tend to lay claim to smaller areas where food is plentiful, but ancient solar dragons can consider an entire wildspace system as their territory and hunting ground. Still they tend to a give a wide berth to humanoids, as they find them tiresome and violent. If someone trespass in their actual lair they are normally quite hostile especially if there are eggs in it.
A Solar Dragon’s Lair
Their customary lairs are the radiant cores of stars, or hollowed out rocks engulfed by the stars radiance. Their star lairs are overall the hardest to get to of any dragons, as creatures within 10 miles of a star will be blinded unless they have a way to protect their eyes, anything that enters the star will take stupidly huge amounts of radiant damage.

Solar Dragon Wyrmling

They are Challenge 3 Medium Dragons that are Typically Neutral. They have the Flyby trait meaning they don't provoke opportunity attacks when flying out of reach. They attack with their bite and tail, and their breath weapon is fairly unique. They exhale a mote of radiant energy that travels to a point within the range then explodes in a radiant sphere centered on that point.
Young Solar Dragon
They are Challenge 9 Large Dragons that are Typically Neutral. Their speed increases, their attacks get stronger, and the range and explosion radius for the breath weapon gets larger.
Adult Solar Dragon
They are Challenge 14 Huge Dragons that are Typically Neutral. Their speed increases, their attacks get stronger, and the range and explosion radius for the breath weapon gets larger. They also gain some new traits, their minds and thoughts can no longer be read, they gain Siege Monster, and they become Legendary with two uses of Legendary Resistance. They gain 3 Legendary Actions that can be used to make tail attacks, or to blind creatures around themselves.
Ancient Solar Dragon
They are Challenge 21 Gargantuan Dragons that are Typically Neutral. They gain an extra use of Legendary Resistance, but other than that they are the Adult version but everything about them has improved.

Space Clowns

Creatures originally from the Wildspace system now known as Clownspace. The humanoids who once inhabited the system’s three ring-shaped worlds worshiped a god of revelry. Their worship ceremonies centered on festivals and frivolity. Over time, the people’s happiness depended on the consumption of a drug called Thrill Joy. Only after becoming addicted did they discover that the priests of their faith had distilled it from demonic ichor and the nectar a plant called the bozo flower. Eventually, Thrill Joy transformed them all into fiendish creatures with clown like appearances.
The space clowns acquired their first Helms from dohwar merchants who visited the system. Then visits to other Wildspace systems led to contact with many other folk. In the wake of this, love and fear of clowns has spread to all corners of the multiverse, just as the space clowns have done themselves.
Marauding space clowns feed on Humanoid flesh. They travel in garish ships and frequently take up residence on populated worlds, where they set up carnivals to lure curious onlookers into their clutches.
They are Challenge 2 Medium Fiends that are Typically Chaotic Evil. For traits when they die they pop like a balloon and send out corrosive ichor, and they all wear squeaky shoes that are audible up to 30 feet away. They can preform minor magic and various tricks, and can shock creatures they touch, and are armed with cartoonish ray guns that only work for them. The guns also afflict any creature they shoot with an intelligence of 3 or higher with laughter that can incapacitate them. As a bonus action 3 times a day they can make themselves look like another creature of their size or smaller or an object small enough to fit in their space (A balloon for example) though it won't hold up to inspection, this allows turns off the squeaky shoes for a bit.

Next time the rest of the creature that start with the word space.

Yusin fucked around with this message at 22:27 on Aug 27, 2022

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