5e SRD >Creatures >

Living Nebula

Gargantuan ooze, chaotic neutral

Armor Class 15 Hit Points 218 (15d20+60)
Speed 0 ft., fly 100 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 20 (+5) 18 (+4) 10 (+0) 18 (+4) 18 (+4)

Skills Acrobatics +10, Perception +9, Survival +9
Damage Resistances non-magical damage
Damage Immunities cold, fire, poison
Condition Immunities blinded, deafened, exhaustion, grappled, poison, poisoned
Senses blindsight 120 ft., darkvision 120 ft.; passive Perception 19
Languages telepathy 300 ft.

Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Alien Mind. The living nebula’s mind is vastly different from the corporeal bodies of most sentient races. The first time a creature makes mental contact (magic or psionics) with a living nebula, it must succeed at a DC 15 Wisdom save or suffer the effects of a confusion spell for 1d4 rounds. On a successful save, the creature suffers disadvantage on all checks until the end of their next turn. This effect can occur whether the living nebula initiates mental contact (via telepathy) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to a specific living nebula’s alien mind, it is immune to this effect from all living nebulas for 24 hours.
  • Fiery Aura. At the start of each of the living nebula’s turns, each creature within 30 ft. of it must make a DC 15 Constitution saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. This ignites flammable objects in the area that aren’t being worn or carried.
  • Gaseous. A living nebula has a body composed of stardust. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no solid body and cannot manipulate objects as a result. The living nebula can enter and occupy the space of another creature. It has advantage on Strength, Dexterity, and Constitution saving throws. The living nebula can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
  • Innate Spellcasting (Psionics). The living nebula’s spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no components.
  • Magic Resistance. The living nebula has advantage on saving throws against spells and other magical effects.
  • Starflight. A living nebula can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years.

ACTIONS

  • Enveloping Cloud. A living nebula can enter other creatures’ spaces. Whenever the living nebula enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet away from the living nebula. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the living nebula shares the creature’s space, and the creature takes 44 (10d8) fire damage and is engulfed. The engulfed creature is blinded and takes 44 (10d8) fire damage at the start of each of the living nebula’s turns, or half of that with a successful DC 18 Constitution saving throw.

ABOUT

Living nebulas are fragments of awakened cosmic consciousness that have coalesced over long centuries and have drawn accretions of dust and gas into themselves to surround their living spark, infusing the dust with their awareness like plankton floating on the eddies of the interstellar ocean. They frequently inhabit nebulas but also rove the spaceways, with an uncanny ability to sense the presence of starships and trail along behind them absorbing waste energies from their engines. These composite creatures are playful, with an almost childlike immaturity and a curiosity about travelers in the void combined with an alien lack of awareness about the repercussions of their actions. Most instances of their “attacks” against space travellers are more a result of them getting too close to the objects of their interest and unintentionally damaging creatures or their vessels, or playful illusory pranks created in a misguided effort to communicate with travellers or get them to chase, play tag, or other juvenile forms of recreation.

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