Onaryx Shockwarden

Large fiend, neutral evil

Armor Class 18 (skymetal-infused bones) Hit Points 252 (24d12 + 120)
Speed 50 ft., fly 70 ft.

29 (+9) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 11 (+0)

Saving Throws Str +14, Con +10, Wis +9
Skills Athletics +14, Perception +9, Survival +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses blindsight 90 ft., darkvision 60 ft., passive Perception 20
Languages Onaryx, Ultari
Challenge 13 (10,000 XP)


  • Aggressive. As a bonus action, an onaryx shockwarden can move up to his speed toward a hostile creature that it can see.
  • Brute. A melee weapon deals one extra die of its damage when an onaryx shockwarden hits with it (included in the attack).
  • Evasion. If an onaryx shockwarden is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, an onaryx shockwarden instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
  • Onaryx Traits. An onaryx shockwarden has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +2), and Keen Hearing traits common to all onaryx.


  • Multiattack. An onaryx shockwarden may use its sonic cry (if available) and then makes two attacks.
  • Synth Battleaxe. Melee Weapon Attack: +14 to hit, 10 ft. reach, one target. Hit: 33 (7d6 + 9) slashing damage.
  • Synth Javelin. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (1d6 + 9) piercing damage.
  • Sonic Cry (Recharges 5-6). An onaryx can use its unique vocal structures to produce potent sonic effects. These effects are always 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.
  • Deafening. This wave of sonic energy deafens targets who fail a Constitution saving throw for 1 hour. Deafened creatures may make a save at the beginning of its turn to end the effect.
  • Sonic Bludgeon. Creatures struck by this sonic cry are brutally bludgeoned, being pushed backwards 10 feet and forced prone and taking 14 (4d6) thunder damage on a failed Strength check. A successful saving throw halves the damage but the target is still pushed back and forced prone.
  • Stunning. This cry allows the onaryx to bludgeon an opponent’s nervous system. If the targeted creatures fail a Constitution saving throw, they become stunned for 1 minute. They can attempt a new save at the end of each of their turns to end the effect.


  • Rampage. When an onaryx rager reduces a creature to 0 hit points with a melee attack on his turn, he can move up to his speed and make a synth battleaxe attack. Its sonic cry also recharges if not ready.


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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