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Reach for the Stars: Stellar Bestiary

Reach for the Stars: Stellar Bestiary

Are you taking your D&D game into the great beyond and sailing the astral seas?

Explore rules to augment a game with options beyond your campaign’s home world!

This installment looks at a few space-themed monsters that you can add to your adventures among the stars.

Nebulii

The nebulii are a race of psionically gifted sentient clouds that drift through space and the Astral plane. They are inherently curious and seek out new life wherever it dwells, even if they must slowly fly across the expanse of space to find it. While their bodies have very little mass, they generate a telekinetic field that allows them to carry and manipulate objects.

Nebulii Traveler

Medium Elemental, Any Alignment
Armor Class 16 (psionic barrier, shield)
Hit Points 18 (4d8)
Speed 0 ft., fly 30 ft.

STR         DEX        CON       INT         WIS        CHA

8 (−1)    14 (+2)  11 (+0)  12 (+1)  15 (+2)  12 (+1)

Skills Perception +4, Survival +4
Damage Resistances poison, radiant
Condition Immunities grappled, restrained
Senses darkvision 60 ft., passive Perception 14
Languages Common, telepathy 30 ft.
Challenge 1 (200 XP)                      Proficiency +2

Cloud Body. Nebulii can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. They don’t need to eat, drink, or breathe. They do not age and cannot wear armor. Nebulii have disadvantage on saving throws against wind effects such as the gust of wind spell.

Limited Telekinetic Field. Nebulii have a limited telekinetic ability within the confines of their own body that allows them to pick up and use items or manipulate adjacent objects with their Strength score. This field does not require concentration but ceases to exist if the nebulii becomes unconscious, causing all the objects they carry to fall to the ground.

Psionic Barrier. A nebulii’s AC includes its Wisdom modifier.

Innate Spellcasting (Psionics). The nebulii’s innate spellcasting ability is Wisdom (DC 12). It can innately cast the following spells, requiring no components:

At will: dancing lights, mage hand (the hand is invisible)
3/day each: color spray, unseen servant

ACTIONS

Multiattack. The nebulii makes two dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Solar Elemental

Solar elementals flock to the coronas of stars and can also be found in glowing nebulas of distant corners of the galaxy or Astral plane. They look like a vaguely humanoid glow. Their intense light is so strong that against the black of space, they are often mistaken for stars themselves.

Solar Elemental

Large Elemental, Neutral
Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 50 ft., fly 20 ft.

STR         DEX        CON       INT         WIS        CHA

8 (−1)    18 (+4)  16 (+3)  6 (−2)    10 (+0)  7 (−2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, radiant
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial
Challenge 5 (1,800 XP)                   Proficiency +3

Radiant Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) radiant damage.

Illumination. The elemental sheds bright light in a 50-foot radius and dim light in an additional 50 feet.

ACTIONS

Multiattack. The elemental makes two radiant touch attacks.

Radiant Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.

Solar Flash (Recharge 4–6). The elemental releases a brilliant flash of light in a 20-foot radius centered on itself. Each creature in that light must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6 (1d6 +3) radiant damage and is blinded until the end of the elemental’s next turn. On a successful save, it takes half as much damage and isn’t blinded.

Void Elemental

Void elementals are creatures of the deep dark, found in the furthest reaches of space far away from stars. Their innate gravity well has led many to believe that they are spawned by black holes. The look like a shadow or hole in space.

Void Elemental

Large Elemental, Neutral
Armor Class 13 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30 ft., fly 20 ft.

STR         DEX        CON       INT         WIS        CHA

18 (+4)  14 (+2)  18 (+4)  5 (−3)    10 (+0)  8 (−1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Primordial
Challenge 5 (1,800 XP)                   Proficiency +3

Void Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Gravity Well. A creature that begins within 30 feet of the elemental must succeed on a DC 15 Strength saving throw or move 10 feet towards the elemental.

ACTIONS

Multiattack. The elemental makes two void punch attacks.

Void Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must make on a DC 15 Constitution saving throw. On a failed save, the creature takes 8 (1d8 + 4) cold damage and the target’s speed becomes 0 until the end of the elemental’s next turn. On a successful save, it takes half as much damage and its speed isn’t affected.

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