Medium fiend, neutral evil

Armor Class 16 (scale mail) Hit Points 65 (10d8 + 20)
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 3 (700 XP)


  • 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 uses a tech item and apply the affects. Reroll nonsensical results:
    1. Detonation. The onaryx throws a desiccating grenade. All living creatures within 20 ft. radius of the blast point must make a DC 15 Dexterity saving throw or suffer 15 (5d6) necrotic damage.
    2. Density Nodule. The onaryx activates a device attached to his autograpnel that increases its weight significantly. The next attack weapon attack the onaryx makes deals 1 extra die of damage.
    3. Disrupting Nodule. For the next attack, the weapon the nodule is attached to strikes a solid creature, it generates a burst of nanites that directly attack organic cells. The affected target takes an additional 2 (1d4) damage of the same type and must make a DC 15 Constitution save or lose its next action.
    4. Hunter Seeker. The onaryx releases a detonation device that tracks its designated target. It makes an attack at +3 and continues to make an attack until it hits or runs out of fuel (an attack roll less than 10) and drops harmlessly to the ground. If it detonates it covers the target in sticky goo incapacitating them. A DC 15 Strength ability check is required to break free.
    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 7 (2d6) cold damage, lose 10 feet of movement and lose the function of a limb for one minute.
    6. Rejuvenator. The onaryx takes a pill healing for 6 (2d4+2) hit points of damage.
  • Echolocation. An onaryx can’t use its blindsight while deafened.
  • Flyby Rake. Onaryx are skilled at swooping down on opponents and using their claws (or melee weapons) to rake them to shreds as they fly past. Onaryx do not provoke opportunity attacks when using their fly speed to enter and leave a threatened space. In addition, whenever they fly at least 30 feet towards a target, they do an additional die of damage with a melee attack and automatically do maximum damage if they score a critical hit.
  • Hegemony Weapon Familiarity. An onaryx is trained in the use of technological weapons, armour and gear. They gain a +1 bonus to attack and damage rolls when using technological weapons (included).
  • Keen Hearing. An onaryx has advantage on Wisdom (Perception) checks that rely on hearing.


  • Multiattack. The onaryx uses a battle-tech item (as above) then makes two claw attacks.
  • Claw. Melee Weapon Attack: +5 to hit, 5 ft. reach. Hit: 12 (2d8 + 3) slashing damage.
  • Autograpnel. Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit: 4 (1d8) piercing damage and the target must make a DC 16 Strength saving throw when hit and at the start of each of its turns or be pulled 10 feet toward the onaryx. The grappling line can be broken (DC 20 Strength check) or cut (AC 12, 20 hp, resistance to slashing, bludgeoning and piecing).
  • 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 13. The onaryx uses one of the following cries.
  • Nauseating. The onaryx’s sonic cry disturbs the equilibrium of living creatures it strikes causing the target to become nauseated for 1 round unless it makes a Constitution saving throw. Nauseated creatures have disadvantage on ability checks and saving throws.


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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