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Creatures From Beyond the Void

Alien monstrosities from beyond space and time, made for your Shadowdark RPG campaign.

By Samuel WrightPublished about a year ago 8 min read
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Alien creatures of chaos, madness, and incomprehensible motives, creatures to keep you awake at night, wondering...

Black Devourer

A huge, jet black batrachian beast with two lambent tentacles sprouting from its back, and a huge maw full of rows of jagged teeth like a shark. Its three lidless eyes are ebon orbs filled with stars like a night sky. This creature lives to spread chaos and madness.

AC 12, HP 41, ATK 1 tongue and 1 bite +2 (1d8), or 2 tentacles +2 (1d6+paralysis), or 2 Mind Control, MV near (swim)/double near (leap), S +2, D +2, C +1, I+3, W +4, Ch +3, AL N, LV 9

Alien Vibe. Any creature within near range of the black devourer must make a DC 12 WIS check or be confused as the spell and lose 1d4 WIS.

Deep Dweller. Immune to harm from fire and cold. Amphibious.

Swallow. On a natural bite attack roll of 18-20, a target is swallowed. Total darkness inside and 1d10 damage per round. The black devourer regurgitates all swallowed victims if dealt at least 15 damage in one round to the inside of its gullet.

Telepathic. Read the thoughts of all creatures within far range.

Tentacle. Target must make a DC 12 CON check or lose 1d4 STR. Victims reduced to 0 STR die and become Shadows in control of the Black Devourer.

Tongue. 1 creature in double near range must perform a DC 12 DEX check or be pulled to close range. Must pass a DC 12 CON check or be paralysed for 1d4 rounds. Paralysed victims may be swallowed.

Chaos Blossom

Strange, alien flowers from a realm beyond reality growing on a bush the size of a large dog with odd, blood red leaves. Their petals seem to glow with a colour no one can describe. AC 9, HP 19, ATK 1 tentacle +1 (1d4 + mutagenic toxin), MV none, S +3, D -3, C +1, I +4, W+3, Ch +4, AL C, LV 4

Alien Vibe. Any creature within near range of the chaos blossom must make a DC 12 WIS check or be confused as the spell and lose 1d4 WIS.

Mind Blast. Fills a near-sized cube extending from the chaos blossom dragon. DC 12 INT or 2d6 damage and paralyzed 1d4 rounds.

Mind Control. One target within far range must check versus DC 12 CHA or the chaos blossom controls the target for 1d4 rounds.

Mutagenic Toxin. DC 12 CON or gain a mutation and lose 1d4 WIS. Roll once on the mutation table. Mutated characters suffer disadvantage against mental powers of the chaos blossom. Characters reduced to 0 WIS become mindless slaves of the chaos blossom.

Telepathic. Read the thoughts of all creatures within double near range.

Cranial Shepherd

An insectoid alien with a three foot long lavender and green body similar to a centipede or lobster and four long mauve tentacles. Its skull is oblong, concealing an oddly disproportionate brain. AC 11, HP 27, ATK ATK 4 tentacle +2 (1d6 + latch) , MV near (climb or swim), S -3, D +1, C +0, I +4, W +3, Ch +4, AL C, LV 6

Amphibious. The cranial shepherd can breathe water or air.

Hear Thoughts. Can hear the surface thoughts of all intelligent creatures within near.

Inhabit Skull. After extracting a brain, a cranial shepherd may inhabit the skull of the victim, animating and controlling its body. It can make a DC 15 CHA check to impersonate the person inhabited as it absorbs the victim’s memories during the eating of its brain. It can use any physical abilities the victim had while alive. An animated body can function for 1d4 days before falling apart.

Latch. Tentacles attach to hit targets, automatically hitting the next round (DC 12 STR to remove 1d4 tentacles). If all four remain latched onto the same humanoid target for 1 round, the target's brain is ripped out and devoured.

Somnolent Aura. A wave of mental energy projects from the cranial shepherd, anyone within near range must make a DC 15 WIS check or sleep. The cranial shepherd can generate this telepathic wave of energy 3/day.

Dragon, Brain-Eater

A massive monster with slimy, mauve and black scales and 4 long tentacles around its beaked maw, the result of a brain-eater experiment on a dragon, this alien horror is a powerful telepath that lives on brains.

AC 18, HP 85, ATK 4 per round chosen from tentacle +6 (1d12 + latch) or mind blast or mind control or rend +9 (2d12) or 1 enzyme breath, MV double near (fly or swim), S +6, D +5, C +4, I +8, W +7, Ch +5, AL C, LV 18

Alien Aura. All hostile spells are reflected at caster with a spellcasting check less than 20. Anyone viewing the brain-eater dragon must make a DC 15 WIS check or lose 1d4 WIS due to sanity loss and be unable to act for 2d4 rounds. Characters reduced to 0 WIS are catatonic and cannot perform any actions until cured.

Crush. Tentacle attacks deal double damage against objects.

Deep Dweller. Immune to harm from fire and cold. Amphibious.

Flesh Dissolving Enzyme Breath. Fills a double near sized cube extending from the dragon. DC 15 DEX or 6d10 damage as flesh dissolves. Can be used once every 3 rounds.

Impervious. Only damaged by magical sources.

Latch. Tentacles attach to hit targets, automatically hitting the next round (DC 18 STR to remove 1d4 tentacles). If all four remain latched onto the same humanoid target for 1 round, the target's brain is ripped out and devoured.

Psionic Powers:

Illusion (CHA Spell). DC 11. Create a convincing visual and/ or auditory illusion within double near range. Lasts until dismissed.

Mind Blast. Fills a double near-sized cube extending from the brain eater dragon. DC 18 INT or 6d6 damage and paralyzed 1d8 rounds.

Mind Control. One target within far range must check versus DC 18 CHA or brain eater controls the target for 3d4 rounds.

Phase (INT Spell). DC 13. Self. Teleport up to one mile.

Telekinesis. DC 15 STR or hover target up to double near

Telepathic. Read the thoughts of all creatures within far range.

Plasmoid Knight

A four-armed swordsman summoned from within a white star, this searing figure of charged fire is dangerous to even behold. It is painful to even look at, so bright its radiance, so none can tell for certain what it looks like. It wields weapons of pure destructive energy and all its goals and purposes are entirely inscrutable. AC 16, HP 59, ATK 4 plasma swords +6 (3d4+shocking blast), MV double near (fly), S +6, D +5, C +5, I +4, W +2, Ch +3, AL C, LV 12

Explosion. Upon death, creatures within double near range of the plasmoid knight must pass a DC 18 DEX check or take 10d6 damage and be knocked to the ground.

Hear Thoughts. Can hear the surface thoughts of all intelligent creatures within near.

Impervious. Immune to fire and lightning. Only damaged by magical sources.

Lightning Bolt. A plasmoid knight can cast the spell lightning bolt in place of an attack once every 3 rounds.

Plasmal Reach. Blades of pure plasma can stretch and warp to strike any target in close range for 3d4 damage + shocking blast. Plasma weapons ignore non-magical armour and shields.

Prismatic Orb. A plasmoid knight can cast prismatic orb 3/day.

Radiance Damage. Damage from plasma weapons does not heal normally. Only magical healing will repair the damage they cause. For every 10 hp of damage done, targets must pass a DC 12 Con check or lose 1 point of Con. Targets reduced to 0 Con die.

Searing Radiance. Anyone within near range of the plasmoid knight is blinded by its burning glow. Creatures within near of the plasmoid knight at start of turn DC 18 CON or 2d12 damage and be blinded for 1d4 hours. Sunblind creatures roll at disadvantage. The radiance illuminates everything within double near range as bright as full daylight.

Shocking Blast. A blast of pure energy explodes on a natural roll of 18-20, knocking the target backwards to near distance and dealing an extra 1d12 damage.

Shadow of Oblivion

A floating sphere of darkness, the shadow of oblivion prowls the dark places of the world, such as abandoned houses and deep caves, absorbing the memories and experiences of whatever creatures it can find, trapping them inside darkness and feeding on their minds. AC 11, HP 24, ATK 1 touch +4 (engulf + memory drain), MV near, S -4, D +3, C +2, I+6, W +5, Ch +4, AL C, LV 5

Engulf. DC 15 WIS or trapped inside a shadow, unable to see or navigate. Touch attack autohits engulfed targets each round. DC 15 WIS on turn to escape or lose consciousness. Fail checks if paralyzed.

Incorporeal. The shadow of oblivion is immaterial darkness come to life, it cannot be struck by non-magical weapons. It cannot physically move normal objects in its environment, simply passing through objects and barriers instead.

Memory Drain. An engulfed character must make a DC 15 WIS check or lose 2d6 experience points and 1 INT. Experience point loss may lead to level loss. Characters reduced below level 0 die.

Telepathic. Read the thoughts of all creatures within near range.

Yawning Void

Like a grin without a Cheshire Cat, the Yawning Void is a disembodied mouth opening from another plane beyond space and time, showing nothing but its lips and toothy maw wide enough to swallow an elephant, with a long prehensile tongue that strikes like a snake. AC 19, HP 95, ATK 4 tongue +10 (4d6 + exsanguinate) , MV double near (fly), S +6, D -2, C +5, I +8, W +7, Ch +7, AL C, LV 20

Army of Corpses. In place of 1 attack, the yawning void can cast animate all dead within near range.

Exsanguinate. On a hit for max damage the tongue drains the target’s blood, causing 1d6 CON loss unless DC 18 CON check is passed. Targets reduced to 0 CON die. Legendary. Only damaged by magical sources. Hostile spells targeting the yawning void are DC 18 to cast.

Mind Control. One target within far range must check versus DC 18 CHA or the yawning void controls the target for 2d6 rounds.

One-Sided. Can only be perceived, interacted with, or attacked from the front. Body exists outside of space and time. Anything approaching it from the rear passes through it harmlessly.

Phase. Once per round, become corporeal or incorporeal.

Swallow. On a natural bite attack roll of 18-20, a target is swallowed. Total darkness inside and 3d10 damage per round. The yawning void regurgitates all swallowed victims if dealt at least 40 damage in one round to the inside of its gullet.

Telepathic. Read the thoughts of all creatures within far range.

Tongue. 1 creature in double near range must perform a DC 18 DEX check or be pulled to close range.

Void Step (INT Spell). Self and up to 4 willing targets. DC 15. Teleport up to 100 miles.

Whisper of Madness. In place of attacks, all creatures who can hear within far DC 18 CHA or be rendered blind and speechless for 1d4 days and lose 1d6 WIS as their minds unravel.

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About the Creator

Samuel Wright

I am a writer & tarot reader in Oregon. I'm a TTRPG fan, love all types of sci-fi & fantasy books, movies, & games, & read voraciously. I write a variety of content, mostly RPG blogs. Tell me where you found my page.

Art by Google/Unsplash

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