Legacy In The Fleets Of SpelljammerAberrant, magical beasts of arachnid legs and eel bodies, the Neogi are another remnant of a more alien dungeons & dragons experience. Often described as the blend of a wolf spider and a giant eel, Neogi are monstrous to behold. These telepathic, mind-controlling masters of intellect and technology once roamed the extraplanar space and time of the Spelljammer ethos. A society built upon cunning, opportunity, and devious plots, these aberrants sought power and prestige among the stars. Their ships, often called Mindspiders, drifted through the Astral Sea, or its legacy name - The Sea Of Night, within the Realmspace (a whole other fascinating can of illithid). Some of their ships could even shift into other planes, and prey upon the Githyanki and Djinn vessels across known space. -- A Neogi Mindspider, primed for assault -- Might and MagicAs with all intelligent societies, the Neogi have a curious relationship with their gods and their roles. Gender is not a thing in Neogi society, a fact that extends to its deities. These entities are more complex; built from the concert of certain barbaric ideas. For example, one deity personifies torture, pain, and suffering; while another stems from the chaos of creation; still another is fueled by envy or jealousy (the Neogi's understanding of "love"). But the Neogi's relationship and interpretation of these entities is particularly interesting. Unlike many other societies, Neogi culture dictates that the gods of their pantheon do not take tribute from their followers; it is very much the opposite. These mythic creatures are instead demanded favors and boons regularly; these gods, the Neogi believe, are merely servants of the Neogi race, and therefore MUST provide. For a deity to fail in this endeavor would mean their destruction, and devouring, as another more powerful "servant" would take their place. However, the Neogi, always primed for chances at greater power, would not settle for their servant gods. In their journeys across realms, Neogi shamans (warlocks) would strike pacts with the powerful entities they came across - most notably some of the literal Elder Evils of D&D's legacy: Acamar, Caiphon, Gibbeth, and HADAR (you heard me). They took these greater beings on as mentors and helped further their influence in the known and unknown cosmos. Science and IndustryThough their bodies and visage would lead one to believe only in a monstrous, primitive society, the Neogi are highly advanced in many studies and disciplines. The stratification of roles and duty can even be observed in how they paint or tattoo their furry abdomens, certain colors denoting specific trades and responsibilities. With little empathy for other creatures, the Neogi are accomplished "flesh weavers" and necromancers, using the parts and pieces of numerous other species, slaves, and failed experiments to produce terrible and fascinating new monstrocities. It is rumored among Loremasters that these arachnid "mad scientists" are responsible for the creation of the Gray Render... Though no others can prove such a claim. The poor Umber Hulk and its cousins have been summarily studied, dissected, mutated, and raised from certain death by these practices, the dreaded Undead Hulk - an Umber Hulk flesh golem of regenerating pincers and necrotic spray - finding a home as both a Neogi guard dog and their prime enforcer. Aforementioned warlocks and the few wizards of their clans were both motivated and industrial, forging new and modified versions of spells to adapt and support their war parties, and extend their dark rituals. Speaking of rituals - this is how more Neogi are created. You see, as a Neogi reaches the end of its life and its memory begins to fade, a Neogi Priest will inject a powerful venom into the aging Neogi and perform an ancient ritual. Usually small or medium creatures, this elder Neogi will swell to a 20-foot behemoth called a Great Old Master. This mutated creature will remember nothing of its old life and will be driven only to eat, growing as large as possible. Those with Feeder striations in their fur must now gather as much food for the Great Old Master, as it eats and creates eggs inside its massive body. After two months of growth, the eggs hatch, killing the Old Master. The 20 to 40 new Neogi spawn then feed on the Old Master's corpse...and each other, until the strongest of the cluster survive. By The Numbers (5th Edition)In 5th Edition Dungeons & Dragons, you'll likely run across the Neogi in three forms - the Hatchling, the standard Neogi and the Master. Let's break them down. HATCHLING (tiny) - young and fledgling (AC 10-11; HP Level 1 Wizard), these are dangerous in large numbers and simple on their own. Just don't wake up their older siblings. NEOGI (small) - better natural armor (AC 15-16) and multi-attack makes this bugger a tougher beast to tango with, but this standard beastie comes with the main thing that makes these critters tick. The Neogi has an Enslave ability (Short or Long Rest dependent) that pushes a Wisdom save. Fail that, and you're charmed by the creature for one DAY (and it knocks out your Reactions - bummer). Oh and did I mention that the Neogi talks to you telepathically during this whole thing out to a distance of one mile? *shudder* MASTER (medium) - not to be confused with the "Great Old" variety, these nasty variations on a theme get everything their small counterparts do (plus more than double their HP pool), and are freaking spellcasters! Looks like these masters went all in for the Hadar fan club with a slice of Confused Bard, so be ready for some telepathic Vicious Mockery while being whalloped with Eldritch Blast for good measure. Be careful too, they can function as a 7th-9th level caster, so that spell save may be meaner than you think at low level. And I know I mentioned the "Hadar vibe", but any DM that does their research can mix up that power set to match another Elder Evil (wink-wink). Now, each of these creatures has the Mental Fortitude of an Elf and Spider Climb, so watch your six. What they lack in empathy, they make up for in numbers, and if they're following that Spartan Chuck-E-Cheese childhood, you can bet that what's coming for you ain't no pushover. Closing Thoughts and InterpretationsThe Neogi are a Legacy Monster.
Given their expansive and extensive lore dating back to second edition (2e), not to mention their pronounced influence within the Spelljammer history, their current iteration and inclusion feels lackluster. There are dozens of fascinating creatures with deep history and ethos in Faerun and worlds beyond that are offered only a tiny passage in Volo's Guide, or Mordenkainen's Tome, or the Monster Manual talking about them, and, unfortunately, many of these passages end with a "nobody really knows" and a shrug (flips page). To say that these are missed opportunities isn't exactly fair, either. At its core, 5th Edition is intended to be accessible. You don't want to bury the DM in mountains of back-logged history (some of it quite problematic today) just to get an interesting critter on the board. So instead, I offer up my own approach: This awesome monster can be a one-off. A "well, that was weird, moving on" type moment. OR, much like what happens when I do my research for each of these, this monster is a launching point of inspiration. Truthfully, I hadn't yet considered the Neogi's place in my homebrew setting, but you can BET I've got one mixing now. The rabbit hole I jumped into has some really cool avenues to play with, and I can twist and turn and mutate them however I see fit. These things have a huge spider motif going for them - could they be distantly connected to Lolth? Maybe the Drow that serve her hate Neogi, because they believe their banners as an affront to their queen! You don't know (shrugs and cackles in DM). My point is that for every moment of disappointment found in a feature, creature, or spell, there can instead be a tiny mote of inspiration, leading you to a setting with greater depth, immersion, and personal craft. Happy worldbuilding. -Adamus
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A twig snaps, A child cries. I draw a knife, The lantern lies. "Hope," it whispers, A fire warm. But follow it, my dears, And summon the swarm... At A GlanceWill-O-Wisps are evil wisps of light that lift from malevolent corpses and haunt both battlefields and the lonely reaches of dark forests. Bound by dark magic, they lure unwary creatures into quicksand, lava flows, and monster lairs, reveling in the agony of their victims. Evil creatures that fall prey to the false hope of a Will-O-Wisp often become one themselves, and tend to gather in places of oppressive sorrow and death; graveyards, ghost towns, and dark forests of murder. Spiraling in these desolate places of lost hope and fragmented memory, they pull creatures toward dismal fates and feed on their misery. Many InterpretationsDungeons and Dragons, and its many branches, are not the only interpreters of this creature. The story of the Will-O-Wisp harkens back hundreds of years in European and Asian folklore. These "ghost-lights" were sometimes evil spirits, other times witches or supernatural beings transformed. Whatever the influence, the creatures never spelled good fortune for those who saw them. My own experience in the folklore of these lights ties back into Scottish folklore specifically, where the creatures were simply the spirits and fairies of the forest. I think that this simplified interpretation led my own writing down the fey path for these entities. The luring, however, was always a gimmick. I remember distinct dreams of following these wisps of dancing light and smoke as they percolated through a dense wooded trail. At the end, however, was not my demise; instead, a mysterious hooked staff covered in ancient vines. It would whisper to me like wordless whispers of the spirits that brought me there... By The NumbersThese tiny undead orbs are quick (high AC), fast (50-60 feet hover speed), and resistant to a bunch of damage types, if not outright IMMUNE (lightning and poison). But if you can land one or two good hits on them, even at low level, you should be okay. Trouble is, they rarely move alone; where one appears, many more follow. WoW's are Invisible until they attack (a little shock) or use their very scary "Consume Life" ability, so you literally won't see them coming. That latter ability is what makes these critters one of the nastiest in the Monster Manual, even at higher levels. Any creature with a low Constitution saving throw, even an epic hero, can straight up die from its effect. Die, not go unconscious, not become incapacitated. They die. DC 10 is standard, but that 5% chance Natural 1 could kill your character outright without a clutch Revivify in your back pocket. Don't try to grapple these suckers either; they'll pass right through you, and their Dexterity save is stupid high. You see a swarm, you run, or let loose a big freaking fire ball...then run faster. Will-O-Wisps In IoThough the origins of the creature rarely differ, their intentions in Io are often less miserable. They are also HEAVILY influenced by the plane that they exist in.
WoWs of the Feywild will be more innocent and mischievous - still deadly, mind you - but their souls of dead sprites and nymphs don't understand the weight of their actions. It's tragic, really. These playful spirits are drawing creatures into their sight to feel not so alone...which kills their new friends anyway. WoWs of the Shadowfell carry a sorrowful weight and an unending desire to consume the living. These spirits are tormented by the wales of their own death that they seek rebirth by draining the life force from other beings. This usually manifests in alternative versions of their Consume Life ability, wherein they don't kill the target. Instead, they inhabit their body, siphoning the creature of each of its attributes until only a husk remains...and a Wight is born instead. The more I write on these creatures, the greater the permutations and variations that manifest across the planes. I consider what is in the Monster Manual as fact for the Material Plane, but as any Horizon Walker knows...Planeshift is one helluva drug. Be safe out there, and beware the lights that drift in the forest. -Adamus Will-O-Wisps can be found all over Dungeons & Dragons, but for 5th Edition, look no further than the classic Monster Manual. If you want to help support the blog, consider hopping over to my Patreon. Look for the button on the right of this page. Unseelie OriginsDisplacer Beasts roamed the endless twilight of the Feywild for ages, until they were captured, bred, and trained by the Unseelie Court. The Soldiers Of Winter bred the beasts to reinforce their own ferocious nature, utilizing them to hunt unicorns, pegasi, and other mythical, wondrous creatures. However, it was only a matter of time before these malevolent prides broke away from their cruel masters. Running and breeding freely in the Feywild, the Displacer Beasts soon came to the attention of the Seelie Court. With Blink Dog companions of their own, the rivalry was palpable, and the Summer Court drove the Displacer Beasts to the edges of the wild. To this day, Displacer Beasts and Blink Dogs attack each other on sight, an ancient violence. By The Numbers The Displacer Beast is a strong and agile adversary. What it lacks in AC (12-14), it makes up for with multiple attacks, decent speed (40-50), and good pool of hit points (80-130). Some versions of the monstrosity don't even include its menacing claws, the stat block only exploring its strange spined tentacles. ...This is a dumb choice; it's a freaking badass panther with six legs - use them. Some variants include a pouncing mechanic where the Displacer Beast can knock a creature down, and take a rending attack on their prone form for free, opting to slash with their claws or bite into their food. What makes the Displacer Beast particularly dangerous are its other key mechanics: 1. Avoidance - basically Evasion for monsters. Made the save - no damage. Failed the save - half damage. Means that they're hardier than you would expect. 2. Displacement - attacks against the creature have disadvantage until it actually gets hit, and this passive power recharges at end of its turns. Abilities like Sentinel, where a creature's speed can be made 0, will also interrupt this ability, but you still have to HIT IT first. Displacer Beasts In IoDisplacer Beasts were once the prized jailers and guards of the nobility that filled the upper ranks of the Unseelie Court. After the Massacre At Harrowhome, however, their prized position grew scattered, and one too many instances of their allegiance being swayed fell dim upon the Dread Queen Mab. In the Ruins of the Season, deep in the harrowed halls of the broken citadels of beasts and men, prides of Displacer Beasts roam and hunt. But not all nobility has turned a blind eye to these creatures with a love for the kill. Excellent trackers, a Displacer Beast may sometimes roam with hunters and assassins of a deadly order. Creatures contracted to hunt their own, these "Skipjacks" utilize the Displacer Beast as a dangerous ally in their pursuit of their fellow Fey. Variant: Displacer AlphaAn Alpha is the king of a Displacer Pride, and it got there by vicious rite and ritual combat. In the dark wilds of the Feywild, variants of the Displacer Beast have emerged. Brandishing a living cloak of up to nine tentacles, these larger and stronger mutations are intelligent, calculating, cruel, and linguistic. This allows cunning tactics and maneuvers for the prides they command. In addition to a superior size (Huge) and strength (20-22), an Alpha brandishes layered cords of muscle and bone; armored spurs beneath their shifting fur and ethereal displacement (AC of 16-17). The multitude of tendrils that they command grant them unique properties - like grappling, poisoning, and restraining their prey. An Alpha is also a master of its ethereal displacement, able to teleport short distances without sacrificing momentum as part of their Pounce feature. If an Alpha is ever usurped by another within the Pride, they are exiled - a Disgraced Alpha. These lonely mutations wander the dark wastes to either seize another throne or serve some greater being than themselves. Whatever the circumstance, they are not to be trifled with. Legend Of The Shift KingGM's Note: Since the first campaign I ran in this custom setting, there have been old tapestries, panoramas, ancient texts, and obscure references that player-characters have stumbled across. Each lore drop would be a tiny morsel of a much larger picture; an eight-legged displacer beast with boney spurs around the jaw-line, multiple tendrils lifting from its back like a living mantle, and a crown of black and silver spines protruding from its head. This regal creature was always set upon a high rock surrounded by hundreds of other beasts, each bowing to it as if it were their king.
The first time this image was presented, I remember my players vigorously writing it down. At any point following this, any players to be present during this strange initial reveal would bring it up again if ever they fell into an encounter with a Displacer Pride, but little came of it. Will we see more? Only my players can tell you... Tread safely under the borealis of the Feywild. -Adamus Want this creature variant and others? Come check out my Patreon! His name was Ozzy. Perched on the cracked navy railing, his spike of a nose slick with mud, he flexed his dripping wings and rocked back and forth. Viscous tendrils of wet earth leaked from his shifting form, coiling down the bars of the crib and soaking into the edges of the sheets below. He tilted his head at the giggling creature swaddled in fine cloth, the deep motes of gold within his eye sockets darting along its details, like flecks of glowing sand drifting above a campfire in the night sky. There wasn't much time. Little Ozzy could feel the rumble in his body, an early warning of the coming quake. Bubbling gently, he extended his dripping arms around the half-elven babe and pulled her close to him. When the house shook he hardened his wings for flight - he only had a few seconds to honor this bargain. When the glass shattered, he soared out, his greedy tail snatching a necklace as he went, and disappeared into the sunlight. Its warmth would ensure the child's safety, at least until he could deliver her to his master. "You will persist, tiny elf," he bubbled in Terran, "Too important you will be..." Creatures Of Two PlanesMephits are imp-like creatures of mischief and chaos forged in the elemental planes. They prefer to dwell in places where their base elements are prevalent, so a Mud Mephit may reside in the plane of earth or water, while a Magma Mephit adores earth and fire. As pairings go, the Elemental Chaos has forged six slices of these little critters. DUST - composed of earth and air, Dust Mephits are drawn to death. Adventurers can encounter them in deep catacombs, deadly streets, or in the eye of a shredding sandstorm. ICE - a creature born of frigid air and water, an Ice Mephit is devoid of pity. Aloof and cold, they show little mercy or compassion to those around them. MAGMA - dangerous to the touch, a Magma Mephit is comprised of earth and fire. Considered the least intelligent, they are slow to understand commands and are often used as living walls of molten death by more cunning creatures. MUD - slow creatures of earth and water, Mud Mephits are full of complaints and seek endless attention and treasure, stuffing the little trinkets inside their warping bodies. SMOKE - crude and lazy, Smoke Mephits billow constantly. Though they are often gifted with superior speech, they like to use it to spin lies and lead creatures astray. STEAM - nearly ethereal in sight, Steam Mephits can be tracked by the trails of hot water they leave behind. Fire and water yield bossy and self-absorbed creatures, and each will tend to appoint themselves lord of all other mephits. By The NumbersFrom a technical side, a Mephit on its own doesn't pose much threat. They have a decent hit point load for their CR (around 20 HP), but a low AC (10-12). However, Mephits aren't usually alone, and those that are tend to have a powerful master nearby. Throw in that many carry the variant ability to summon extra Mephits when they get hurt, and tend to explode in a dangerous bubble when they die, and you have a serious situation on your hands for low-level adventurers. Each has their own breath weapon that can recharge (1/6 chance, but you know), some have nasty innate spell casting (Heat Metal, watch out!), and at least four of the six types can blend into their surroundings, waiting for a deadly ambush. Remember, especially in 5th Edition D&D, an army of squirrels is still an army. That's why they call it a "death of a thousand cuts." Mephits In IoThough a mephit will give off the air of a fiend, it is important to bear in mind their elemental origins. Though they are each born of the Elemental Chaos, they are, in fact, neutral beings. They can be reasoned with, summoned, employed, tricked, and otherwise used. Some are smarter than others, and hold specific traits built on their element, but a knowledgeable combatant can exploit these factors to their benefit, such is the case in the parallel planes of shadow and fey that flank our material world in Ionian Lore. In The Ionian ShadowfellDust and Smoke find great meaning in Ionian Shadowfell, as both can be easily satiated by the natural surroundings, but they are certainly not alone. Given a Mephit's ability to squeeze, melt, and morph, they are highly suited and trainable in acts of espionage, information, and theft. It is this practice that birthed the Smoke and Shard - a Mephit spy network created by a vampire lady in the Court Of Whispers. Even the Mud Mephit's greed can be entwined into valuable service. A Mud Mephits for treasure and reward gives it purpose in its employ, and it can promised boons and glittering prizes for tasks and services. Though slower than the cruelest among them, a Mud Mephit, given enough time, can be trained well to serve a single master, as long as that master has kept their promises of treasure. Given the immortal nature of a mephit, as steadfast as the element that creates them, a master with a similar lifespan and the correct resources could secure a loyal servant indefinitely. When considering the vampire Court that rules the Ionian Shadowfell, such service would be invaluable... In The Ionian FeywildMephits carry the mischief they love through the veil of the Fey, and it is amplified. They tend to join the ranks of sprytes, nymphs, and dryads that align with their elements, which pulls them toward the Fey Courts and Curtain Compendium. The Erlking and lords of the Wild Hunt have little need for their simple nature, but Steam and Ice Mephits find great service in Court of Winter, happy to punish those that would insult their Queen. Magma and Mud drift in packs to toward The Reach, auroras of light where the Elemental Chaos and the Astral Sea pierce the vibrant and endless sunset of the Feywild sky. Dust and Smoke find sanctuary in the Willowoods, surrounded by spirits and starlight. So when you see that precarious mound of magma just sitting there in your path, think twice about kicking it. You just might upset all of its brothers.
Tread carefully. -Adamus For more Behind-The-Scenes of my painting process, exclusive deals, and my full catalogue of finished works, visit my Patreon.
For more Behind-The-Scenes of my painting process, exclusive deals, and my full catalogue of finished works, visit my Patreon.
For more Behind-The-Scenes of my painting process, exclusive deals, and my full catalogue of finished works, visit my Patreon.
For more Behind-The-Scenes of my painting process, exclusive deals, and my full catalogue of finished works, visit my Patreon.
Still in process, of course... For more Behind-The-Scenes of my painting process, exclusive deals, and my full catalogue of finished works, visit my Patreon.
For more Behind-The-Scenes of my painting process, exclusive deals, and my full catalogue of finished works, visit my Patreon.
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Adam SummererProfessional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author. Honestly, I write what I want when I want. Often monster lore, sometimes miniature showcases, and the occasional movie/show review.
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