Patreon Requested Alien Races | 8 New Monsters for Fifth Edition (BroadSword Preview)

Every month, I turn to my Patrons over on www.patreon.com/dmdave for cool ideas. Last month it was monsters and they certainly delivered. Now, it’s aliens. Here are some of the cool aliens that they came up with to help populate the science fiction campaign setting of Blueshift. Some of the races work best as monsters while others work as playable races for players (see the section on Blueshift for new playable monsters). Enjoy!


If you’d like to see your requests made by DMDave, join up as a patron. It’s only $3 to become a member and there’s always a special theme each month (for September, it’s ice-themed weapons and spells).


7 – Crenqrud

Requested by Steve W.

Believed to be from the same homeworld as Jovians, Crenqrud are methane-breathing, glowing, floating jellyfish. These strange creatures are widely considered to be some of the most intelligent creatures in this universe. However, for whatever reason, they don’t understand music. (Even Grirrix have music–horrible music, but music nonetheless.)

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Crenqrud

Medium aberration, lawful good


Armor Class 11

Hit Points 18 (4d8)

Speed 0 ft., fly 20 ft. (hover)


Abilities Str 7 (-2), Dex 13 (+1), Con 10 (+0), Int 24 (+7), Wis 10 (+0), Cha 11 (+0)


Skills Arcana +9, History +9, Investigation +9, Religion +9

Damage Resistances radiant

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages understands Common and Jovian but can’t speak, telepathy 60 ft.

Challenge 1/2 (100 XP)


Aura of Radiation. The crenqrud emits extreme radiation. Any creature that ends its turn within the radius of bright light created by the crenqrud’s illumination feature must make a DC 10 Constitution saving throw. On a failed saving throw, a creature takes 7 (2d6) radiant damage and is poisoned. On a successful saving throw, a creature takes half as much radiant damage and isn’t poisoned. Constructs and undead are immune to this trait.

Illumination. The crenqrud sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Actions

Tendrils. Melee Weapon Attack: +3 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) radiant damage and the target must make a DC 10 Constitution saving throw or become poisoned.

Extend Illumination (Recharge 6). Until the start of the crenqrud’s next turn, it can extend the radius of the bright light it emits up to 30-feet and dim light for an additional number of feet equal to the chosen radius.

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11 – Grirrix

Requested by Darrion N.

A warrior race, the Grirrix are massive pale-skinned creatures with maws full of dagger-sized teeth.  They stand nearly 10-feet tall and weigh close to 500 pounds. Six eyes set into their skulls allow them to see in multiple spectrums.

Long ago, the sun of their homeworld died, forcing the creatures to live in the cold and complete darkness of their barren planet. Now, the Grirrix move across the galaxy raiding weaker ships for food and slaves (which usually ends up being one and the same).

Grirrix Hunters

Hunters are rare grirrix warriors who possess exceptional intelligence and speed. These dangerous creatures are outfitted with special equipment that enhances their senses and defensive capabilities. A lone grirrix hunter can wipe out an entire squad of enemy soldiers in less than a minute.

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Grirrix Warrior

Large monstrosity, chaotic evil


Armor Class 15 (natural armor)

Hit Points 103 (9d10 + 54)

Speed 40 ft.


Abilities Str 20 (+5), Dex 10 (+0), Con 22 (+6), Int 10 (+0), Wis 12 (+1), Cha 7 (-2)


Saving Throws Con +9, Wis +4

Skills Athletics +9, Perception +7

Damage Resistances cold

Senses truesight 60 ft., passive Perception 17

Languages Grirrix

Challenge 6 (2,300 XP)


Aggressive. As a bonus action, the grirrix can move up to its speed toward a hostile creature that it can see.


Actions

Multiattack. The grirrix makes one attack with its greataxe and one attack with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

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Grirrix Hunter

Large monstrosity, neutral evil


Armor Class 17 (Grirrix hunting armor), or 15 (natural armor)

Hit Points 200 (16d10 + 112)

Speed 50 ft.


Abilities Str 22 (+6), Dex 13 (+1), Con 24 (+7), Int 13 (+1), Wis 16 (+3), Cha 9 (-1)


Saving Throws Dex +8, Con +10, Wis +5

Skills Athletics +11, Perception +13, Stealth +11

Damage Resistances cold

Senses truesight 60 ft., passive Perception 23

Languages Grirrix

Challenge 15 (13,000 XP)


Aggressive. As a bonus action, the grirrix can move up to its speed toward a hostile creature that it can see.

Cloaking Device. The grirrix’s form is permanently blurred thanks to a device embedded in its armor. Creatures have disadvantage on attack rolls against the grirrix. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. It can disable this trait at any time. If the grirrix takes lightning damage, this trait ceases to function until the armor is repaired.

Targeting System. The grirrix adds double its proficiency bonus to attacks made with its plasmacaster (included in the attack). If the grirrix is blinded or cannot see its target, this feature ceases to function.

Trackless. The grirrix’s steps make no sound, regardless of the surface it moves across, and is leaves no tracks behind. It also has advantage on Dexterity (Stealth) checks that rely on moving silently.


Actions

Multiattack. The grirrix makes two attacks with its spear and one attack with its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Spear. Melee Weapon Attack: +11 to hit, reach 5 ft. or ranged 30/90 ft, one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage when wielded with two hands as a melee weapon.

Plasmacaster. Ranged Weapon Attack: +11 to hit, range 100/300 ft., one target. Hit: 28 (6d8) force damage.

Electro-Magnetic Pulse (1/Day). The grirrix’s armor discharges a wave of electrical energy. Each creature within 10 feet of the grirrix must make a DC 15 Constitution saving throw. Constructs that are not resistant or immune to lightning damage make this saving throw with disadvantage. On a failed saving throw, a target takes 3d6 lightning damage and is paralyzed for 1 minute. A paralyzed creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success. On a successful saving throw, a target takes half as much damage and isn’t paralyzed.


Reactions

Parry. The grirrix adds 4 to its AC against one melee attack that would hit it. To do so, the grirrix must see the attack and be wielding a melee weapon.


Legendary Actions

The grirrix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The grirrix regains spent legendary actions at the start of its turn.

Attack. The grirrix makes one attack with its spear.

Move. The grirrix moves up to half its movement speed.

Stealth (Costs 2 Actions). The grirrix takes the Hide action.

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Krol

Requested by Keith T.

A reptilian race from an unknown world, Krol are recognized for their ability to assume the form of other humanoids. While the majority of Krol are seen as devious tyrants and schemers, there are a few who work for the betterment of all humanoids.

In its true form, a krol resembles a slender snake with long rubbery legs and arms that lack pronounced digits. Their scales range in color from dark green to yellow-green to even sky blue.

Krol are carnivorous, preferring to swallow its prey whole if given the chance. Small mammals such as cats, dogs, and large rodents are a krol’s favorite meal. While they don’t usually eat other humanoids, they will occasionally eat a humanoid’s offspring.

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Krol

Medium humanoid (krol, shapechanger), neutral evil


Armor Class 15 (natural armor)

Hit Points 13 (3d8)

Speed 30 ft.


Abilities Str 10 (+0), Dex 14 (+2), Con 11 (+0), Int 14 (+3), Wis 11 (+0), Cha 16 (+3)


Skills Deception +7, Insight +2, Stealth +7

Senses passive Perception 10

Languages Common, Krol

Challenge 1/2 (100 XP)


Shapechanger (1/Day). The krol can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. When the krol changes back to its true form, it sheds the skin of its previous form. The krol’s statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Mimicry. The krol can mimic any humanoid voice it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.


Actions

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

Radpistol. Ranged Weapon Attack: +4 to hit, range 50/150, one target. Hit: 12 (3d6 + 2) radiant damage. Instead of dealing damage, the krol can attempt to stun the target. The target must make a DC 10 Constitution saving throw or become stunned for 1 minute. At the end of each of the target’s turns, the target can repeat its saving throw, ending the effect on itself with a success.

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13 – Jovian

Requested by Benjamin A.

Making their homes in the clouds of gas giants, the insectoid species known as the Jovians are natural scientists, frequently traveling across the galaxy to study other species. Jovians produce a hard, silicon-based substance which they use to build their floating satellite homes in the high winds of their worlds. They have a peculiar fascination with planets that have a solid surface since it feels like a massive home/web to them.

Jovians have two sets of bifurcated eyes over a set of jagged, dark red or purple mandibles. Their bodies are covered in a soft chitinous shell beset with what looks like numerous spongey gills. These “gills” serve three functions: flight, respiration, and digestion. They have six legs. The front two legs end in three digits, allowing for manual dexterity. Membranous fibers stretch between each of their legs, aiding them in flight.

A jovian thrives off the particulates it captures in its gills, and does not require normal subsistence. The mouth-like orifice behind its mandibles exists only for communication and is not connected to the rest of the jovian’s digestive tract. This, combined with the fact that its brain doubles as the pump for its circulatory system, means beheading a jovian does not kill it.

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Jovian

Small aberration, lawful neutral


Armor Class 13

Hit Points 7 (2d6)

Speed 10 ft., fly 60 ft.


Abilities Str 8 (-1), Dex 16 (+3), Con 10 (+0), Int 18 (+4), Wis 12 (+1), Cha 9 (-1)


Damage Resistances radiant

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 10 ft., passive Perception 11

Languages Common, Jovian

Challenge 1/4 (50 XP)


Flyby. The jovian doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Innate Spellcasting (Psionics). The jovian’s innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, mage hand (the hand is invisible)
  • 1/day: hold person, telepathy

Wind Sailers. Jovians have advantage on ability checks and saving throws against being pushed or knocked prone.


Actions

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

Jovian Zap Gun. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 5 (2d4) lightning damage.

Web (Recharge 6). Ranged Weapon Attack: +5 to hit, range 15/45 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 10 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to acid damage; immunity to bludgeoning, poison, and psychic damage).

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4 – Mantoid

Mantoids are a race of tall, praying-mantis-like aliens that hail from a distant jungle world. While civilized, many of their insect instincts are still intact, including their desire to eat the heads of their enemies (and lovers).

A male mantoid measures nearly 10-feet in length from its head to its tail. The females are larger, measuring nearly 15-feet. However, those are rarely seen. Despite being from a forested planet, the male mantoid’s hardshell is brightly colored. Some believe this is to attract females, who tend to have dull shell colors.

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Mantoid

Large humanoid (mantoid), chaotic neutral


Armor Class 14 (natural armor)

Hit Points 78 (12d10 + 12)

Speed 40 ft.


Abilities Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 9 (-1)


Senses blindsight 30 ft., passive Perception 10

Languages Mantoid

Challenge 3 (700 XP)


Pounce. If the mantoid moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the mantoid can make one bite attack against it as a bonus action.

Standing Leap. The mantoid’s long-jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Actions

Multiattack. The mantoid makes two claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: 8 (1d12 + 2) slashing damage. If this attack reduces a creature’s hit points to 0, the mantoid eats the creature’s head. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be bitten off.

Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) slashing damage.

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6 – Scuuk

Requested by T.R.D.

Scuuk are a race of armadillo-like scavengers. This curious race originates from a rocky desert planet that shares the same name. A peaceful creature, the Scuuk is more likely to curl into a ball and flee than enter a fight. If cornered, they defend themselves with their sharp claws.

In deserts and rocky badlands, Scuuks gather in clusters known as burrows. Burrows are made of simple tunnels dug by the Scuuk. Scuuk have very little interested in material possessions but might decorate their burrows with interesting objects, especially shiny, reflective metal, rubber, and anything that makes a noise.

Scuuks are primarily insectivores. If finding food proves difficult, it can live off chewing rocks and sand as well, although most scuuks find the habit rather disgusting.

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Scuuk

Medium humanoid (scuuk), neutral good


Armor Class 13 (natural armor), 18 while curled

Hit Points 11 (2d8 + 2)

Speed 20 ft. (40 ft. when rolling, 80 ft. rolling downhill), burrow 10 ft.


Abilities Str 13 (+1), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)


Senses passive Perception 10

Languages Common, Scuuk

Challenge 1/4 (50 XP)


Curl. As a bonus action, the scuuk curls into a ball. While curled, the Scuuk can only take the Dash action on each of its turns and it can roll during its move. While rolling, its movement speed is 40 ft. on flat terrain and 80 ft. while rolling downhill (included in its speed). In addition, its AC equals 18 and it has advantage on Dexterity saving throws. The scuuk can use another bonus action to uncurl itself, ending these benefits.


Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

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3 – Space Raptors

Requested by Curse of Sebs

Space raptors (true name unknown) are an ancient-race of hyper-intelligent bipedal lizards. Known for their divination abilities, they are often sought as spiritual guides. It’s rare that one ever encounters two or more space raptors in the same place; some believe there might only be one true space raptor, and it pretends to be the entire race.

Space raptors enjoy clever jokes and riddles and will trade valuable knowledge for a joke they’ve never heard or a riddle they can’t easily solve. They also enjoy chocolate. Space raptors will decimate entire colonies for its chocolate supply.

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Space Raptor

Medium monstrosity, neutral


Armor Class 18 (natural armor)

Hit Points 39 (6d8 + 12)

Speed 40 ft.


Abilities Str 15 (+2), Dex 15 (+2), Con 14 (+2), Int 14 (+2), Wis 20 (+5), Cha 13 (+1)


Saving Throws Int +5, Wis +8, Cha +4

Skills Arcana +5, History +9, Perception +8

Senses truesight 30 ft., passive Perception 18

Languages understands all but only speaks Common

Challenge 5 (1,800 XP)


Innate Spellcasting (Psionics). The space raptor’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:

  • At will: detect magic, detect thoughts, sending, true strike
  • 3/day each: clairvoyance, locate object, scrying,
  • 1/day each: foresight

Pounce. If the space raptor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the space raptor can make one bite attack against it as a bonus action.

Unarmored Defense. While the space raptor is wearing no armor (not counting its natural armor) and wielding no shield, its AC includes its Wisdom modifier.

X-Ray Vision. The space raptor can see into and through solid matter up to 30 feet. Solid objects within range appear transparent and don’t prevent light from passing through them. The raptor’s vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block its vision, as does a thin sheet of lead.


Actions

Multiattack. The space raptor makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Laser Rifle. Ranged Weapon Attack: +4 to hit, range 100/300 ft. Hit: 15 (3d8 + 2) radiant damage.

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1 – Tava

Requested by Nathaniel W.

Tava, also known as doom obelisks, are a race of tyrannical, living obelisks beset with a single glowing eye. All tava look the same; they stand close to 26-feet tall. Their outer shell appears to be a cross between black stone and flesh.

When a Tava teleports onto a planet, it immediately begins to use its psionic abilities to dominate and enslave all living organisms it comes across. It first takes control of the planet’s military and government, using it as its own eradication force. Once the population has dwindled down to only its strongest survivors, the Tava then uses its knowledge of genetic engineering to perfect the remaining slaves. From there, the Tava moves on to its next target.

Tava have no known homeworld. The doom obelisks can exist in any environment, including the vacuum of space.

Regional Effects

A planet containing a tava is warped by the obelisk’s alien mind. When a creature falls asleep on the same planet as a tava, it must make a DC 18 Wisdom saving throw. If the creature fails its saving throw, it is charmed by the tava. While the target is charmed by the tava and 50 feet or further away from the tava, the target must do everything it can to move within 50 of the tava. The creature takes 5 (5d10) psychic damage each time it acts in a manner directly counter to moving towards the tava.

Whenever the target takes damage from a source other than the tava, the target can repeat the saving throw, ending the effect on itself with a success. A target that successfully saves is immune to this tava’s regional effects for the next 24 hours and has advantage on its next Wisdom saving throw made against any of the tava’s attacks, including its aura of enslavement.

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Tava

Huge aberration, lawful evil


Armor Class 23 (natural armor)

Hit Points 207 (18d12 + 90)

Speed 0 ft.


Abilities Str 28 (+9), Dex 1 (-5), Con 21 (+5), Int 23 (+6), Wis 20 (+5), Cha 18 (+4)


Saving Throws Con +11, Int +12, Wis +11

Skills Arcana +12, History +12, Insight +11, Perception +11

Damage Resistances acid, cold, fire, radiant, lightning

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical damage

Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 21

Language understands all but can’t speak, telepathy 120 ft.

Challenge 17 (18,000 XP)


Innate Spellcasting (Psionics). The tava’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells requiring no components:

  • At will: blur, detect magic, detect thoughts, magic missile (the tava creates 5 missiles), shield, telekinesis
  • 3/day each: cloudkill, hold monster, phantasmal killer, wall of force
  • 1/day each: control weather, darkness, forcecage, plane shift (self only)

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

Aura of Enslavement. The tava emits an aura of psychic energy in a 50-foot radius sphere centered on itself. Each creature that enters the aura for the first time or starts its turn in the aura must make a DC 20 Wisdom saving throw or become magically charmed by the tava for 1 day, or until the tava dies, or is on a different plane of existence than the tava. The charmed target obeys the tava’s commands and can’t take reactions, and the tava and the target can communicate telepathically with each other as long as they are on the same plane of existence. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself with a success. A creature that succeeds on its saving throw or the effect ends for it is immune to this tava’s aura for 24 hours.


Actions

Multiattack. The tava can use its disintegration ray. It then makes three telekinetic grasp attacks.

Telekinetic Grasp. Melee Spell Attack: +12 to hit, reach 100 ft., one target. Hit: 14 (4d6) force damage and the target is grappled (escape DC 16). While the target is grappled it is restrained. Once the tava is grappling three creatures or objects, it can’t use its telekinetic grasp on another target.

Disintegration Ray (Recharge 5-6). The tava shoots a ray of force energy in a 100-foot line that is 5-feet wide from its eye. Each creature in the area must succeed on a DC 20 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. Large or smaller nonmagical objects or creations of magical force in the area are disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.


Legendary Actions

The tava can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tava regains spent legendary actions a the start of its turn.

At-Will Spell. The tava casts one of its at-will innate spells.

Teleport. The tava magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see.

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BroadSword is Coming!

The first issue of BroadSword Monthly will be out in just a few weeks. Be sure to grab a copy if you haven’t already. Currently, pre-orders get a 10% discount on the cover price.

The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!

Get BroadSword #1 now for 10% off the cover price!

Thumbnail art by Marvel Comics

3 thoughts on “Patreon Requested Alien Races | 8 New Monsters for Fifth Edition (BroadSword Preview)

  1. The Scuuk is misting a description of a slam attack for its Rolling Charge feature. Also just making sure you meant substance and not subsistence for the Jovian entry.

    Otherwise these look like a lot of fun races and I can’t wait to see what else is in store for this edition.

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