Voordine

Gargantuan monstrosity, chaotic neutral

Armor Class 19 (natural armor)
Hit Points 232 (16d20+64)
Speed fly 60 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 9 (-1) 16 (+3) 15 (+2)

Saving Throws Str +9, Con +8, Wis +7
Damage Immunities cold, fire
Damage Resistances lightning, bludgeoning
Condition Immunities blinded
Senses blindsight 60 ft.; passive Perception 13
Languages telepathy 100 ft.
Challenge 12 (8,400 XP)

SPECIAL TRAITS

  • Protective Jelly. Voordines themselves do not need to breathe. A creature ensconced within a voordine’s mesoglea enjoys the voordine’s immunities and resistances and will not suffocate even in space. A voordine can fit eight creatures in its mesoglea of up to Medium size. It can carry more Small creatures if they are able to squeeze for long periods of time.
  • Limited Starflight. The voordine can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion)-provided the voordine knows the way to its destination.

ACTIONS

  • Multiattack. The voordine attacks four times with a tentacle.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage, plus 10 (3d6) lightning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained, and the voordine can’t use that tentacle on another target. The voordine has four tentacles it can use to grapple a target. On a critical hit, the target must make a DC 17 Constitution saving throw; on a failed save, the target is stunned until the beginning of the voordine’s next turn.
  • Jet (Recharge 5-6). The voordine’s fly speed increases to 400 feet in an airless, microgravity environment until the beginning of its next turn.

ABOUT

Voordines are massive, intelligent, space-faring jellyfish. Typically limited to a single solar system, they travel from planet to planet to indulge their curiosity. They find planets where changes occur rapidly the most interesting. Solar Sailing. Voordines subsist on solar radiation and can absorb it out to the far reaches of a solar system. However, voordines seeking to escape their solar systems-usually when the entire system is at war, or the parent star is dying-must absorb fire to survive a long-term flight. They find arcane casters or fire elementals to supply the necessary energy for their travels.

The peaceful voordines have an affinity for imperiled creatures and often come to the rescue with uses of air bubble, giving them the moniker of “space angels” from those they have saved. Negotiating travel with voordines to specific locations in a solar system is difficult and convincing them to leave their solar systems entirely is almost impossible. Those wishing to travel with voordines must convince the creatures of a compelling reason to visit their destinations, especially if voordines plan to travel elsewhere to satisfy their own curiosities. Fortunately, the creatures are patient and entertain stories or discussions for a long time and typically relent after a few hours. Voordines also agree to let travelers accompany them and carry them in their mesoglea for the journey. They do not respond well to threats and react aggressively to bullying attempts.

Star-Flung. The nigh-immortal voordines rarely produce young, especially with the creatures far flung across the galaxy. In cases where more than one voordine live in a solar system, the hermaphroditic creatures mate once a century and produce one to three offspring who travel with their parents until they reach adulthood at 50 years. Oddly, childbearing voordines often “beach” themselves on planet while they await the birth of their children. These voordines are extremely dangerous as they become protective of their young.

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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