Onaryx Skylord

Family: Onaryx

Large fiend, neutral evil

Armor Class 19 (inertial armor, gothic skymetal plate) Hit Points 326 (31d10+155)
Speed 40 ft., fly 60 ft.

24 (+7) 14 (+2) 21 (+5) 14 (+2) 14 (+2) 17 (+3)

Saving Throws Con +11, Wis +8, Cha +9
Damage Resistances force
Skills Athletics +13, Arcana +8, History +8, Perception +8
Senses blindsight 90 ft., darkvision 60 ft., passive Perception 18
Languages Onaryx, Ultari
Challenge 17 (18,000 XP)


  • Magic Resistance. An onaryx skylord has advantage on saving throws against spells and other magical effects.
  • Onaryx Traits. An onaryx shockwarden has the Echolocation, Flyby Rake, Hegemony Weapon Familiarity (with bonus of +5), and Keen Hearing traits common to all onaryx. Psychic Warrior. Onaryx skylords are trained in psionic battle. They gain the following benefits (included):
    • Inertial Armor. +1 to AC and resistance to force damage.
    • Soulknife. The skylord may change the damage type of its monowhip and claws to psychic damage as part of his Multiattack action.
    • Mindslice. A creature damaged by the skylord must make a DC 19 Charisma saving throw or have disadvantage on spell attack rolls for 1 round.
    • Prescient Offensive. The onaryx skylord gains the maneuver reaction.


  • Multiattack. The onaryx skylord uses its sonic cry (if available) and makes three attacks.
  • Claw. Melee Weapon Attack: +11 to hit, 10 ft. reach, one target. Hit: 14 (2d6 + 7) slashing (or psychic) damage.
  • Monowhip. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) slashing (or psychic) damage and scores a critical hit on a roll of 19-20. On a critical hit, the onaryx skylord rolls damage dice three times instead of twice. A monowhip slices through armor that is not made of mithral or adamantine, granting the onaryx skylord a +1 bonus on attack rolls against targets in light armor and granting advantage on attack rolls against targets wearing medium or heavy armor.
  • Vortex Gun. Ranged Weapon Attack: +13 to hit, range 120 ft. one target. Hit: 42 (10d6 + 7) force damage and the target must make a DC 15 Constitution saving throw or become nauseated (as slow, but with disadvantage on attack rolls and requiring a Constitution saving throw to recover). A target that fails the saving throw by 5 or more falls prone.
  • 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. The onaryx uses one of the following cries.
  1. Discorporate. This sonic cry must be focused on a single creature or an object of up to a 10-foot cube within 60 ft. of the onaryx. This hypersonic shriek causes the matter and substance of the target to unravel and collapse. A creature targeted by this cry must make a DC 19 Dexterity saving throw. On a failed save, the target takes 75 (10d6 + 40) force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
  2. Mindshatter. This sonic cry must be focused on a single creature, as its eldritch tones dissolve thought and memory. The target takes 1d4 levels of exhaustion if it fails a DC 19 Intelligence saving throw; a successful saving throw reduces this to 1 level of exhaustion. In addition, a creature failing its saving throw against this cry forgets everything that happened within the previous hour. This does not negate charm or dominate spell effects, but it does cause the target to forget specific instructions it was given within that time. If reminded of a geas, suggestion, or similar order it was given previously, it resumes following that order (though the order cannot be changed).
  3. Paralyzing Scream. All creatures in the line must make a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, pass or fail, the target gains vulnerability to psychic damage for 1 minute. The creature may spend an action ending the psychic noise causing the vulnerability by spending 5 HD worth of healing.


  • Maneuver. When an enemy he threatens attacks one of his allies, the onaryx skylord, can make a melee weapon attack against that target with any attack that can reach. If this attack hits and causes damage, his target takes a -2 penalty on the attack and damage rolls for the remainder of the encounter. This penalty is cumulative.


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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