Onaryx, Dread Strike Wing

Huge troop of Medium fiends, neutral evil

Armor Class 17 (heavy trooper armor)
Hit Points 260 (40d8 + 80)
Speed 30 ft., fly 60 ft.

17 (+3) 10 (+0) 14 (+2) 9 (-1) 12 (+1) 11 (+0)

Skills Intimidation +2, Stealth +6, Survival +3
Senses blindsight 90 ft., darkvision 60 ft., passive Perception 11
Languages Onaryx, Ultari
Challenge 13 (10,000 XP)


  • Echolocation. An onaryx can’t use its blindsight while deafened.
  • Keen Hearing. An onaryx has advantage on Wisdom (Perception) checks that rely on hearing.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Medium fiend. The troop can’t regain hit points or gain temporary hit except with its Rejuvenator ability. A troop takes half damage from attacks that use an attack roll and double damage from area effects. Creatures that are not troops are impaired while they remain in the troop’s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. A troop’s damage is halved when reduced to below half its maximum hit points.


  • Battle-Tech. Onaryx make up the bulk of the Hegemonic ground troops and carry a variety of technological gear that they can use during battle. Roll 1d6 whenever an onaryx troop uses a tech item and apply the affects to all enemy creatures sharing the same space as the troop or within 20 feet. Reroll nonsensical results:
    1. Detonation. The onaryx troop throws a desiccating grenade up to 40 feet away. Living creatures in a 10-foot sphere take 70 (20d6) necrotic damage, or half as much with a successful DC 15 Constitution saving throw.
    2. Density Nodule. The onaryx troop activates a device attached to its autograpnel that increases its weight significantly. Three creatures of the wing’s choice within 60 feet take 9 (2d8) piercing damage and must make a DC 16 Strength saving throw or be pulled 20 feet toward the troop.
    3. Disrupting Nodule. The troop uses detonation with the added effect of the disrupting nodule. It generates a burst of nanites that directly attack organic cells, increasing damage by 10 (3d6), and creatures failing their save lose their next action.
    4. Hunter Seeker. The onaryx troop releases a detonation device that tracks its designated target. It makes an attack each round at +10 to hit and continues to attack until it hits or runs out of fuel (an attack roll less than 10)10). A target struck is paralyzed by sticky polymers (adjacent creatures are restrained if they fail a DC 17 Dexterity save). Creatures can escape with a DC 17 Strength (Athletics) check.
    5. Ray Emitter (Numbing). This contact lens tech shoots a ray of numbing cold at a target who must make a DC 15 Constitution or Dexterity saving throw. On a failed save they take 36 (8d6) cold damage, lose 10 feet of movement and lose the function of a limb for one minute.
    6. Rejuvenator. The onaryx pops a pill healing for 12 (8d4+2) hit points of damage.
  • Nauseating Cry (Recharges 5-6). The dread strike wing’s cry disturbs the equilibrium of all non-onaryx within 60 feet. Those that fail a DC 13 Constitution saving throw are affected as slow due to dizziness and nausea for up to 1 minute. They can attempt a new save at the end of each of their turns.


One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals.

Onaryx are an extremely diverse race, and many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall.

Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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