5e SRD >Creatures >

Onaryx Shockwarden Lieutenant

Large fiend, neutral evil

Armor Class 18 (baroque plate) Hit Points 284 (27d10+135)
Speed 40 ft., 60 ft. fly ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 21 (+5) 12 (+1) 14 (+2) 17 (+3)

Saving Throws Con +10, Wis +7, Cha +8
Skills Athletics +12, Perception +7
Senses blindsight 90 ft., darkvision 60 ft., passive Perception 12
Languages Onaryx, Ultari
Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • Onaryx Traits. An onaryx shockwarden lieutenant has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +3), and Keen Hearing traits common to all onaryx.

ACTIONS

  • Multiattack. The onaryx shockwarden lieutenant uses its sonic cry (if available) and makes two attacks.
  • Claw. Melee Weapon Attack: +11 to hit, 10 ft. reach, one target. Hit: 14 (2d6 + 7) slashing damage.
  • Null blade. Melee Weapon Attack: +11 to hit, 10 ft. reach, one target. Hit: 31 (6d6 + 10) slashing damage. This weapon critical hits on a natural 19 and 20 and does double damage against constructs and is considered an adamantine and magic weapon for the purposes of overcoming damage resistances and immunities. Whenever the onaryx shockwarden scores a critical hit it may make another attack with the null blade as a bonus action and the null blade erupts in green energy increasing its magical bonus to +2 (not included) for 1d4 rounds. Finally, each time a null blade strikes an enemy the target must make a DC 15 Constitution saving throw or 1 random magic item or technological device is suppressed for 1 minute, and a random spell affecting the target (if any) is affected as dispel magic, using the onaryx’s Charisma modifier. Arcgun. Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 13 (3d6+3) lightning damage and the target must make a DC 15 Constitution saving throw or be stunned for 1 minute. A stunned creature may make a DC 15 Constitution save at the end of its turn to remove the condition.
  • Sonic cry (Recharges 5-6). An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always a 60 ft. long and 5 ft. wide line and onaryx are immune to their effects and the DC to resist these effects is 18. The onaryx uses one of the following cries.
    • Concussive. The onaryx screeches out a concussive hypersonic blast that causes creatures’ conscious minds to shut down, dazing them for 1 minute and dealing 17 (5d6) points of bludgeoning damage on a failed Wisdom saving throw, or half as much damage on not dazed on a success. While dazed the creature cannot use reactions, bonus actions, has disadvantage on Wisdom saving throws and loses half of its movement speed.
    • Crippling. This wave of destructive sonic energy disrupts tissue, deadens reflexes, and shatters bone. Creatures that fail the Strength or Dexterity saving throw (as appropriate) have disadvantage on Strength or Dexterity ability checks and only do half damage when using weapons keyed to the selected ability score. A creature failing its save while already taking a penalty to one of these ability scores instead takes the same penalty to a different physical ability score chosen randomly.
    • Stupefying. This wave of transonic signals disrupts targets’ rational capacity for thought. Creatures that fail the Intelligence, Wisdom or Charisma saving throw (as appropriate) have disadvantage on the related ability score affected and only do half damage when using spells keyed to the selected ability score. A creature failing its save while already taking a penalty to one of these ability scores instead takes the same penalty to a different mental ability score chosen randomly.

ABOUT

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