Libertad
Legend
With the revised Monster Manual coming out next month, I became inspired enough to return to this older project of mine. Hopefully any new and modified stat blocks won't invalidate my prior workings, but I doubt that WotC will make any particularly substantial changes in the core themes and capabilities of their iconic monsters.
Pathfinder RPG, Aranea, by Nikolai Ostertag. Spoilered for arachnophobes, as it has a spider-like face.
Aranea (Monster Manual Expanded, Volume 2): Although this monster hasn’t been officially converted to 5th Edition, they are an entry in Dragonix’s incredibly popular Monster Manual Expanded series. The 2nd volume, to be exact. As they are already monsters with a presence in D&D, I’m using that stat block as a basis for this entry.
Aranea are a scattered, semi-nomadic group who keep to wild areas, preferring forests. On Khorvaire, they’re most prominent in the Eldeen Reaches and tend to ally with the Greensingers druidic sect due to their own culture’s belief system of fey worship. Virtually every aranea comes to arcane magic naturally, which their culture claims to be the result of distant fey ancestry. Their shapeshifting abilities are said to be a gift from the archfey Thelania, bestowing upon them two forms: an arachnid, to climb out of reach of predators and make webs to entrap prey. And a humanoid form, to safely walk among mortals and not draw their ire. Additionally, aranea can inflict damaging psychic attacks on foes at will, which can further weaken assailants against mind-affecting abilities, including the aranea’s own vaunted spells.
Most aranea spells rely upon enchantment and illusion rather than direct offense. It’s common for them to overlay illusions on top of webs, sharpened sticks lined with their venom, and other traps to deal with foes. Their natural telepathy lets them silently communicate with each other, able to better coordinate efforts in creating multiple illusions to work in tandem greater than any individual. Unlike changelings and doppelgangers, an aranea’s humanoid form is locked into a single unique kind, so barring individual access to long-lasting personal illusion magic, they are outshone in that area by the aforementioned shapechangers.
Aranea of Droaam keep to themselves in well-defended villages. There are communities who pledged loyalty to the Daughters of Sora Kell due to viewing them as powerful fey to respect, But just as many want nothing to do with them, acknowledging prior allegiances to existing archfey. The former group are known as Nationalists, and the latter are known as Loyalists. Nationalists broker services as silk weavers, mages, and a “human face” when Droaam’s inhabitants have to deal with Easterners. Loyalist aranea seek closer ties with their brethren up north, believing that the tried and true ways of the druids will be a more stable, longer-lasting political alliance than with the hag sisters. In fact, many Loyalists are active in the border town of Sylbaran, passing along information to the Wardens of the Wood of happenings in the country’s interior. Some even covertly transport allied druids to the Watching Wood in expectation of an eventual civil war with the Nationalists. Said action may very well be a self-fulfilling prophecy, as the Daughters of Sora Kell will view it as both an encroachment from the Eldeen Reaches and an excuse to raze disloyal aranea villages.
A particularly influential tribe of aranea in the Watching Wood built intricate webworks spanning great distances throughout the forest. Taking advantage of their species’ ability to sense the locations of creatures in contact with webs, the spiderfolk can utilize a non-magical form of long-distance communication. Using code composed of nonverbal vibrations and gestures, they can transfer information to all others in contact with the web network. The process isn’t instantaneous, and the webs can be broken and thus need regular maintenance, but it is an effective alternative for those who don’t have access to Sending Stones. Although the network is currently used by both Loyalists and Nationalists, increasing political divisions has made once-friendly communities less communicative. Some have even contemplated making alternative networks entirely.
Cranium Rats: Most of Khorvaire’s scholars regard the following as qualifying criteria for sapience: self-awareness, the capacity for abstract thinking, and language without the aid of magic. Whether a being is sapient or not is often regarded as a binary state. Alterations to an otherwise intelligent or instinctual creature are largely regarded as the result of external influence rather than an innate state of being for a species, such as using the Awaken spell on animals or Feeblemind to rob someone of higher thought. The cranium rat is a peculiar exception in that it’s a being whose capacity for rational thought ebbs and flows based upon the proximity of others of their kind. THey are thus a favored dilemma by philosophers debating the question of intelligence.
For those living day-to-day in the sprawling cities and rural outlands of Khorvaire, such questions take a backseat priority. Cranium rats were created by the daelkyr to act as spies, and during the Xoriat invasion of Khorvaire the Dhakaani Empire placed a bounty on cranium rats. To this day it is common in goblinoid and orcish communities to hunt and slay such creatures with ruthless efficiency.
The animals have long since adapted to life on the Material Plane, living mostly in the wilderness and dark corners of cities. Yet occasionally they’re domesticated by those who can weather the stigma of “owning” them, notably jermlaine, xvarts, and creatures with natural telepathy. Such people use the rats as messengers, much like carrier pigeons. Collectively, courier rats would be instructed with messages they can understand while part of a larger hive-mind, but upon departing the warren they quickly revert to an instinctual frame of mind. Upon arrival in another courier warren, the rat’s enhanced intelligence would kick in and bring greater understanding of their experiences along with their original message. As a swarm can collectively cast Comprehend Languages, they are able to understand all non-coded languages. They also have immunity against mind-reading effects as well as divination in general, this makes them ideal for avoiding magical interception.
The only major setback on the use of courier rats is that those who remain in proximity to each other in large numbers for too long tend to bristle at being treated like beasts of burden and want more out of life. And their use of Command, Confusion, and Dominate Monster can easily turn the tables on their would-be “owners.” In most such cases, handlers tend to kill rats who start “thinking too much,” which ends up being used as justification for rat swarms to violently fight for their freedom.
For this reason, the few independent cranium rat colonies in Khorvaire are those who are living by themselves or in isolated places in large cities, often using Dominate Monster to gain a “helper” to provide them with food and shelter. They’ve earned an alliance with flumphs, who unlike many of the other peoples of the Material Plane are most willing to interact with them in good faith. The flumphs require little from them save for residual telepathic sustenance, a price the cranium rats can easily pay.
Cranium rats also pose a philosophical dilemma to druids: although they have the potential to be smarter than most animals and bear evident signs of aberrant origins, the cosmic principles that let a druid shapeshift into a limited set of mundane animals also apply to cranium rats. Those druids who spent time wildshaped in such a form and around actual cranium rats reported feeling a gentle yet persistent pull of something greater, an expanded sense of self, and a more intuitive understanding of the world. As such druids also inherit the rat’s telepathy and divination immunities, they are a practical option for espionage. But this isn’t widely accepted among all sects: the Gatekeepers and Ashbound react violently to druids who willingly take their forms or appear sympathetic to the animals, fearing aberrant influence. The Wardens of the Wood have been the most relatively open in using their forms, albeit more as a necessary evil and open secret, notably during the Last War in their revolt against Aundair.
Flumph: Possessing little natural means of defense, most of their kind having a benevolent nature, and advanced abilities to elude divination spells and telepathic creatures, flumphs are practically built for an evasive, non-offensive lifestyle. They are not native to the Material Plane, so those present are accidental wanderers out of Xoriat manifest zones. Attracted to stronger psionic creatures, one group of flumphs found themselves in Graywall, drawn by the presence of Xor’chylic and other telepathic beings in the city. Although of a different moral persuasion than the mayor, their keen knowledge in various subjects such as Arcana, History, and Religion made them useful as scholars and teachers. The flumphs were given a role in using their telepathy to teach Droaamish citizens important skills in exchange for shelter and payment, especially in the deriving of sustenance from the emotions of other psionic creatures in the city, notably the many colonies of cranium rats.
The flumphs helped form some of Droaam’s best institutions of learning, helping train a new generation of monstrous children about reading, writing, and the fundamental properties of cantrips. Additionally, they used their particular form of sensory telepathy to stand alert for any daelkyr activity in the subterranean tunnels snaking beneath the city. Not being powerful themselves, such flumphs are more of a warning system for more well-equipped teams to respond, than being the front lines against a dolgrim invasion.
So far, the flumphs have been a boon in developing eastern Droaam’s education system, and sit as a sort of monstrous intelligentsia in the country. Children and the younger generations are quite fond of them, having developed positive bonds with the creatures in their formative years. Furthermore, the flumphs’ morals have been pushing otherwise selfish citizens towards more productive, progressive outlooks than the oppressive Social Darwinist nature of the traditional chib system.
Of course, not everyone is a fan of the flumphs. A group of creatures whose minds cannot be read and cannot be detected by divination is prone to breed paranoia. And more reactionary and evil-aligned Droaamites are none too fond of their preaching of benevolent equality and looking out for one’s fellow monster, be they goblin or troll, humanoid or aberration. When one flumph professor was found splattered to death by a giant-sized greatclub in Graywall one night, tensions and speculation over the murder spread throughout the city and beyond. In spite of his vow to apprehend the criminal, some among the flumphs and their allies think that Xor’chylic is acting a tad too slow, given his otherwise swift response to lawbreakers in his city.
Kruthik (Mordenkainen Presents: Monsters of the Multiverse): Although there’s some debate over whether they’re reptilian insects or insectile reptilians, kruthik make for quite striking figures even among the biodiversity of Khorvaire’s monsters. They almost exclusively live in the depths of Khyber, rarely staying on the surface save for brief excursions. They bear no loyalty to the daelkyr nor speak the language of their creations, and the same goes for the trapped fiendish overlords. In fact, most kruthik don’t bear fluency in any tongue save their own unique language, so their origins are mostly unknown and subject to tall tales and speculation.
As for the kruthik themselves, what few communication outsiders had with them found the monsters decidedly uninterested in the past. In fact, most kruthik view the world as cyclical yet ultimately nchanging: all that is, was. And all that is, will be. The world as they know it is a dark, crowded place full of larger and stronger beings out to kill or enslave them. Kruthik clans embody the ideals of a “warrior spirit,” of life as an endless struggle where swiftness, cleverness, and community among clanmates against overwhelming odds allow them to remain free and prosperous.
Kruthiks are nomadic tunnellers organized into extended family units known as clans. A singular leader known as a hive lord rules a clan, making major decisions for the whole community. Kruthiks subsist off of salt, mineral, and crystal growths, but prefer meat and bones when they can get it. They approach relations with other peoples as transactional: kruthiks are suspicious of apparent generosity with no strings attached, abiding by deals if the other party manages to perform a great service for the clan or offers of cooperation can earn them choice resources.
Kruthik clans do not keep slaves, and prisoners of war are disposed of or exiled as soon as possible. This is done less for moral reasons and more due to scarcity of resources, as well as the fact that daelkyr and fiendish servants are capable of telepathy and other means of clairvoyance. This means that such entities are potential security threats in the making. If a captive must be kept alive and under observation, they are stored in a small artificial cave that is sealed off by the kruthik save for a narrow hole to minimize contact with the rest of the clan.
When able, kruthiks prefer to create their own artificial or summoned servants such as constructs, elementals, oozes, and undead. Some of the more powerful clans are those who managed to take control of dwarven forges, daelkyr flesh-pits, and myconid fungal colonies after killing or driving off the original inhabitants. They repurpose the corpses and raw materials into macabre yet ingenious forms of artificing and necromancy. Ironically, it’s these few clans that transitioned into more sedentary lifestyles, and are the most hospitable to visitors as long as they have something to give or trade with them.
Unlike most other burrowing monsters, kruthik can leave intact tunnels behind them which others of the same or smaller size can safely use. Additionally, their tremorsense, darkvision, and ability to climb most walls and ceilings make them excellent hunters and scouts, and their Pack Tactics and sturdy natural armor make them deadly threats in melee. Many kruthiks often create trapped tunnels they can cave-in by boring through artificial support beams located above or underneath the tunnels themselves. It is this rare ability and combination of skills that have allowed the kruthik to outmaneuver and overcome much stronger, deadlier foes in Khyber. And to raid surface communities with startling speed.
Kruthik clans are regarded as a necessary evil by other civilizations in Khyber. Kruthik areas often serve as a buffer zone between lands full of fiends and daelkyr creations, and the monsters often view raids on such lairs as a point of pride and opportunity for treasure. Better to train them on demons and dolgrim rather than dwarven forges and kobold warrens, as the saying goes in Droaam and the Mror Holds. Additionally, other civilizations have hired small groups of kruthik to create tunnels into enemy fortifications, giving the kruthik a portion of spoils in exchange for this valuable service.
While kruthiks largely find mining to be a boring, thankless job, a particularly arrogant hobgoblin mage managed to mentally dominate a kruthik hive lord into turning a clan into an efficient bunch of tunnellers. That they raid other claims and literally cut down the competition is of little concern to the unscrupulous hob. Greater violence is sure to follow if the enchantment fails and the kruthiks blame the larger community the hobgoblin belongs to for this grave offense!
Pathfinder RPG, Aranea, by Nikolai Ostertag. Spoilered for arachnophobes, as it has a spider-like face.
Aranea (Monster Manual Expanded, Volume 2): Although this monster hasn’t been officially converted to 5th Edition, they are an entry in Dragonix’s incredibly popular Monster Manual Expanded series. The 2nd volume, to be exact. As they are already monsters with a presence in D&D, I’m using that stat block as a basis for this entry.
Aranea are a scattered, semi-nomadic group who keep to wild areas, preferring forests. On Khorvaire, they’re most prominent in the Eldeen Reaches and tend to ally with the Greensingers druidic sect due to their own culture’s belief system of fey worship. Virtually every aranea comes to arcane magic naturally, which their culture claims to be the result of distant fey ancestry. Their shapeshifting abilities are said to be a gift from the archfey Thelania, bestowing upon them two forms: an arachnid, to climb out of reach of predators and make webs to entrap prey. And a humanoid form, to safely walk among mortals and not draw their ire. Additionally, aranea can inflict damaging psychic attacks on foes at will, which can further weaken assailants against mind-affecting abilities, including the aranea’s own vaunted spells.
Most aranea spells rely upon enchantment and illusion rather than direct offense. It’s common for them to overlay illusions on top of webs, sharpened sticks lined with their venom, and other traps to deal with foes. Their natural telepathy lets them silently communicate with each other, able to better coordinate efforts in creating multiple illusions to work in tandem greater than any individual. Unlike changelings and doppelgangers, an aranea’s humanoid form is locked into a single unique kind, so barring individual access to long-lasting personal illusion magic, they are outshone in that area by the aforementioned shapechangers.
Aranea of Droaam keep to themselves in well-defended villages. There are communities who pledged loyalty to the Daughters of Sora Kell due to viewing them as powerful fey to respect, But just as many want nothing to do with them, acknowledging prior allegiances to existing archfey. The former group are known as Nationalists, and the latter are known as Loyalists. Nationalists broker services as silk weavers, mages, and a “human face” when Droaam’s inhabitants have to deal with Easterners. Loyalist aranea seek closer ties with their brethren up north, believing that the tried and true ways of the druids will be a more stable, longer-lasting political alliance than with the hag sisters. In fact, many Loyalists are active in the border town of Sylbaran, passing along information to the Wardens of the Wood of happenings in the country’s interior. Some even covertly transport allied druids to the Watching Wood in expectation of an eventual civil war with the Nationalists. Said action may very well be a self-fulfilling prophecy, as the Daughters of Sora Kell will view it as both an encroachment from the Eldeen Reaches and an excuse to raze disloyal aranea villages.
A particularly influential tribe of aranea in the Watching Wood built intricate webworks spanning great distances throughout the forest. Taking advantage of their species’ ability to sense the locations of creatures in contact with webs, the spiderfolk can utilize a non-magical form of long-distance communication. Using code composed of nonverbal vibrations and gestures, they can transfer information to all others in contact with the web network. The process isn’t instantaneous, and the webs can be broken and thus need regular maintenance, but it is an effective alternative for those who don’t have access to Sending Stones. Although the network is currently used by both Loyalists and Nationalists, increasing political divisions has made once-friendly communities less communicative. Some have even contemplated making alternative networks entirely.
Cranium Rats: Most of Khorvaire’s scholars regard the following as qualifying criteria for sapience: self-awareness, the capacity for abstract thinking, and language without the aid of magic. Whether a being is sapient or not is often regarded as a binary state. Alterations to an otherwise intelligent or instinctual creature are largely regarded as the result of external influence rather than an innate state of being for a species, such as using the Awaken spell on animals or Feeblemind to rob someone of higher thought. The cranium rat is a peculiar exception in that it’s a being whose capacity for rational thought ebbs and flows based upon the proximity of others of their kind. THey are thus a favored dilemma by philosophers debating the question of intelligence.
For those living day-to-day in the sprawling cities and rural outlands of Khorvaire, such questions take a backseat priority. Cranium rats were created by the daelkyr to act as spies, and during the Xoriat invasion of Khorvaire the Dhakaani Empire placed a bounty on cranium rats. To this day it is common in goblinoid and orcish communities to hunt and slay such creatures with ruthless efficiency.
The animals have long since adapted to life on the Material Plane, living mostly in the wilderness and dark corners of cities. Yet occasionally they’re domesticated by those who can weather the stigma of “owning” them, notably jermlaine, xvarts, and creatures with natural telepathy. Such people use the rats as messengers, much like carrier pigeons. Collectively, courier rats would be instructed with messages they can understand while part of a larger hive-mind, but upon departing the warren they quickly revert to an instinctual frame of mind. Upon arrival in another courier warren, the rat’s enhanced intelligence would kick in and bring greater understanding of their experiences along with their original message. As a swarm can collectively cast Comprehend Languages, they are able to understand all non-coded languages. They also have immunity against mind-reading effects as well as divination in general, this makes them ideal for avoiding magical interception.
The only major setback on the use of courier rats is that those who remain in proximity to each other in large numbers for too long tend to bristle at being treated like beasts of burden and want more out of life. And their use of Command, Confusion, and Dominate Monster can easily turn the tables on their would-be “owners.” In most such cases, handlers tend to kill rats who start “thinking too much,” which ends up being used as justification for rat swarms to violently fight for their freedom.
For this reason, the few independent cranium rat colonies in Khorvaire are those who are living by themselves or in isolated places in large cities, often using Dominate Monster to gain a “helper” to provide them with food and shelter. They’ve earned an alliance with flumphs, who unlike many of the other peoples of the Material Plane are most willing to interact with them in good faith. The flumphs require little from them save for residual telepathic sustenance, a price the cranium rats can easily pay.
Cranium rats also pose a philosophical dilemma to druids: although they have the potential to be smarter than most animals and bear evident signs of aberrant origins, the cosmic principles that let a druid shapeshift into a limited set of mundane animals also apply to cranium rats. Those druids who spent time wildshaped in such a form and around actual cranium rats reported feeling a gentle yet persistent pull of something greater, an expanded sense of self, and a more intuitive understanding of the world. As such druids also inherit the rat’s telepathy and divination immunities, they are a practical option for espionage. But this isn’t widely accepted among all sects: the Gatekeepers and Ashbound react violently to druids who willingly take their forms or appear sympathetic to the animals, fearing aberrant influence. The Wardens of the Wood have been the most relatively open in using their forms, albeit more as a necessary evil and open secret, notably during the Last War in their revolt against Aundair.
Flumph: Possessing little natural means of defense, most of their kind having a benevolent nature, and advanced abilities to elude divination spells and telepathic creatures, flumphs are practically built for an evasive, non-offensive lifestyle. They are not native to the Material Plane, so those present are accidental wanderers out of Xoriat manifest zones. Attracted to stronger psionic creatures, one group of flumphs found themselves in Graywall, drawn by the presence of Xor’chylic and other telepathic beings in the city. Although of a different moral persuasion than the mayor, their keen knowledge in various subjects such as Arcana, History, and Religion made them useful as scholars and teachers. The flumphs were given a role in using their telepathy to teach Droaamish citizens important skills in exchange for shelter and payment, especially in the deriving of sustenance from the emotions of other psionic creatures in the city, notably the many colonies of cranium rats.
The flumphs helped form some of Droaam’s best institutions of learning, helping train a new generation of monstrous children about reading, writing, and the fundamental properties of cantrips. Additionally, they used their particular form of sensory telepathy to stand alert for any daelkyr activity in the subterranean tunnels snaking beneath the city. Not being powerful themselves, such flumphs are more of a warning system for more well-equipped teams to respond, than being the front lines against a dolgrim invasion.
So far, the flumphs have been a boon in developing eastern Droaam’s education system, and sit as a sort of monstrous intelligentsia in the country. Children and the younger generations are quite fond of them, having developed positive bonds with the creatures in their formative years. Furthermore, the flumphs’ morals have been pushing otherwise selfish citizens towards more productive, progressive outlooks than the oppressive Social Darwinist nature of the traditional chib system.
Of course, not everyone is a fan of the flumphs. A group of creatures whose minds cannot be read and cannot be detected by divination is prone to breed paranoia. And more reactionary and evil-aligned Droaamites are none too fond of their preaching of benevolent equality and looking out for one’s fellow monster, be they goblin or troll, humanoid or aberration. When one flumph professor was found splattered to death by a giant-sized greatclub in Graywall one night, tensions and speculation over the murder spread throughout the city and beyond. In spite of his vow to apprehend the criminal, some among the flumphs and their allies think that Xor’chylic is acting a tad too slow, given his otherwise swift response to lawbreakers in his city.
Kruthik (Mordenkainen Presents: Monsters of the Multiverse): Although there’s some debate over whether they’re reptilian insects or insectile reptilians, kruthik make for quite striking figures even among the biodiversity of Khorvaire’s monsters. They almost exclusively live in the depths of Khyber, rarely staying on the surface save for brief excursions. They bear no loyalty to the daelkyr nor speak the language of their creations, and the same goes for the trapped fiendish overlords. In fact, most kruthik don’t bear fluency in any tongue save their own unique language, so their origins are mostly unknown and subject to tall tales and speculation.
As for the kruthik themselves, what few communication outsiders had with them found the monsters decidedly uninterested in the past. In fact, most kruthik view the world as cyclical yet ultimately nchanging: all that is, was. And all that is, will be. The world as they know it is a dark, crowded place full of larger and stronger beings out to kill or enslave them. Kruthik clans embody the ideals of a “warrior spirit,” of life as an endless struggle where swiftness, cleverness, and community among clanmates against overwhelming odds allow them to remain free and prosperous.
Kruthiks are nomadic tunnellers organized into extended family units known as clans. A singular leader known as a hive lord rules a clan, making major decisions for the whole community. Kruthiks subsist off of salt, mineral, and crystal growths, but prefer meat and bones when they can get it. They approach relations with other peoples as transactional: kruthiks are suspicious of apparent generosity with no strings attached, abiding by deals if the other party manages to perform a great service for the clan or offers of cooperation can earn them choice resources.
Kruthik clans do not keep slaves, and prisoners of war are disposed of or exiled as soon as possible. This is done less for moral reasons and more due to scarcity of resources, as well as the fact that daelkyr and fiendish servants are capable of telepathy and other means of clairvoyance. This means that such entities are potential security threats in the making. If a captive must be kept alive and under observation, they are stored in a small artificial cave that is sealed off by the kruthik save for a narrow hole to minimize contact with the rest of the clan.
When able, kruthiks prefer to create their own artificial or summoned servants such as constructs, elementals, oozes, and undead. Some of the more powerful clans are those who managed to take control of dwarven forges, daelkyr flesh-pits, and myconid fungal colonies after killing or driving off the original inhabitants. They repurpose the corpses and raw materials into macabre yet ingenious forms of artificing and necromancy. Ironically, it’s these few clans that transitioned into more sedentary lifestyles, and are the most hospitable to visitors as long as they have something to give or trade with them.
Unlike most other burrowing monsters, kruthik can leave intact tunnels behind them which others of the same or smaller size can safely use. Additionally, their tremorsense, darkvision, and ability to climb most walls and ceilings make them excellent hunters and scouts, and their Pack Tactics and sturdy natural armor make them deadly threats in melee. Many kruthiks often create trapped tunnels they can cave-in by boring through artificial support beams located above or underneath the tunnels themselves. It is this rare ability and combination of skills that have allowed the kruthik to outmaneuver and overcome much stronger, deadlier foes in Khyber. And to raid surface communities with startling speed.
Kruthik clans are regarded as a necessary evil by other civilizations in Khyber. Kruthik areas often serve as a buffer zone between lands full of fiends and daelkyr creations, and the monsters often view raids on such lairs as a point of pride and opportunity for treasure. Better to train them on demons and dolgrim rather than dwarven forges and kobold warrens, as the saying goes in Droaam and the Mror Holds. Additionally, other civilizations have hired small groups of kruthik to create tunnels into enemy fortifications, giving the kruthik a portion of spoils in exchange for this valuable service.
While kruthiks largely find mining to be a boring, thankless job, a particularly arrogant hobgoblin mage managed to mentally dominate a kruthik hive lord into turning a clan into an efficient bunch of tunnellers. That they raid other claims and literally cut down the competition is of little concern to the unscrupulous hob. Greater violence is sure to follow if the enchantment fails and the kruthiks blame the larger community the hobgoblin belongs to for this grave offense!