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STAR SPAWN
The Material Plane
represents only one small part of
the multiverse. Beyond
the best-known planes of ex-
istence lie realms that are lethal to mortal life.
Some
are so hostile that
even a moment's contact with such a
place is enough to plunge a mortal mind into
madness.
Yet beings do exist that are native to these
realms: be-
ings that are eternally hungering, searchi
ng, warring,
sometimes dreaming. These Elder Evils
are far older
than
most of the mortal races and always horrific to hu-
manoid minds.
However much they might desire to enter and domi-
nate the Material Plane, the
Elder Evils are unable or
unwilling to leave their realms.
Some are imprisoned
in their dimensions by external forces, some are inextri-
cably bound to their home realities, and others simply
can't find any way out.
Heralds of Doom.
The creatures known as star
spawn are the heralds,
servants, foot soldiers, and lieu-
tenants of the Elde r Evils, capable of taking
on forms
that can journey to the Material Plane. They
arrive most
often in the wake of a comet-or perhaps
such a phe-
nomenon
merely signals that star spawn are in the vicin-
ity and
available for communication. When the signs are
right
, warlocks and cultists hasten to gather together,
read aloud their blasphemous texts
, and conduct the
mind-searing rituals that guide
the blazing star spawn
into the world.
STA R SPAWN GRUE
Fanged and lipless, the ever-grinning, madly staring
grue lopes about on spindly legs
and long arms. Bristles
and spines project from odd
patches of its pallid skin,
and it's long fingers end in broken and dirty nails. Grues
are the weakest of the star s pawn. A host of writhing,
scrambling grues typically accompanies more powerful
star spawn. Their constant
chittering and shrieking pro-
duces discordant
psychic energy that disrupts thought
patterns in other
creatures. Intelligent creatures experi-
ence flashing colors, hallucinations, disorientation,
and
waves of hopelessness when they find themselves
near a
group of star spawn grues.
STAR
SPAWN HULK
The hulk is the
largest of the known star spawn. Though
ogre-like in
stature, the hulk's glistening translucent
skin reveals a muscled form devoid of an
ogre's fat. P ale
and seemingly lidless eyes glare balefully
from a face
distorted
by too many teeth and too little nose.
Hu
lks are seldom encountered without a commanding
seer
nearby. A hulk appears to have little will of its own,
other than to protect its master.
C HAPTER 6 I BESTIARY
STAR SPAWN
GRUE
Small aberration
, neutral evil
Armor
Class 11
Hit Points 17 (Sd6)
Speed 30 ft.
STR
6 (-2)
DEX
13 (+l )
CON
10 (+O)
Damage Immunities psychic
INT
9 (- 1)
WIS
11 (+O)
Senses darkvision 60 ft., passive Perception
10
Languages Deep Speech
Challe nge 1/4 (50 XP)
CHA
6 (-2)
Aura of Madness. Creatures
within 20 feet of the grue that ar-
en' t aberrations have
disadvantage on saving throws, as well as
on attack rolls against creatures other than a star spawn
grue.
ACT
IONS
Confounding Bite. Melee Weapon Attack: +3 to
hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) piercing damage.
and the target
must
succeed on a DC 10 Wisdom saving throw or attack rolls
against it have advantage until the start
of the grue's next turn.
STAR SPAWN
HULK
Large aberration, chaotic evil
Armor
Class 16 (natural armor)
Hit Points 136 (13dl 0 + 65)
.•
Speed 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
21 (+5)
Saving Throws Dex +3, Wis +5
Skills Perception +5
INT
7 (-2)
WIS
12 (+l)
CHA
9 (-1)
Damage Re sistances bludgeoning,
piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
La nguages Deep Speech
Challenge 10 (5,900 XP)
Psychic Mirror. If the hulk takes psychic
damage, each creature
within 10 feet of the hulk takes that damage instead; the hulk
takes none of the damage. In addition, the hulk's thoughts and
location can't be discerned
by magic.
A CT IONS
Multiattack. The hulk
makes two s lam attacks. If both attacks
hit the same target
, the target also takes 9 {2d8) psychic dam-
age and must succeed on a DC 17 Constitution
saving throw or
be stunned
until the end of the target's next turn.
Slam. Melee Weapon Attack
: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Reaping Arms (Recharge 5- 6). The hulk makes a separate slam
attack against each creature within 10 feet of it. Each creature
that is hit must also succeed
on a DC 17 Dexterity saving throw
or be knocked prone.