Neogi - CR 2 (Small Monstrosity)

Ah, the Neogi; those vindictive, psychopathic slavers from beyond the stars! When Spelljammer first came out I was offended. Then, I pulled my head out of my Nether Plane, and realised that it was actually bloody amazing. I've been a huge fan ever since, and space faring, as well as intergalactic plots at times, have become a mainstay of my campaigns. And there, at the heart of that setting, along with other amazing things like Orbus' and Skavs (and some not so great stuff like those stupid Hippo dudes) were the Neogi - nestled in the protective embrace of their enslaved Umber Hulks, lording it over absolutely everyone else.

I missed these horrible little guys. Welcome back!

Neogi – Small Monstrosity
(Lawful Evil)

A.C. 15 (Natural Armour)
Hpts: 25 (10d6-10) [10-50]
Speed: 30' / 20' Climb
Initiative: +3
Proficiency Bonus: +2

Str: 6 (-2) Dex: 17 (+3) Con: 9 (-1) Int: 15 (+2) Wis: 14 (+2) Cha: 16 (+3)

Saving Throws: Dexterity +5, Inteligence +4, Charisma +5; Devious Thoughts
Skills: Acrobatics +5, Investigation +4, Deception +5, Intimidation +5, Sleight of Hand +5, Stealth +5

Damage Resistances: Psychic
Condition Immunity: Devious Thoughts

Senses: Darkvision 60'; Passive Perception: 12

Language: Varies

CR: 2 (450 xp)


Devious Thoughts: The Neogi is immune to all spells and effects from both the Enchantment and Illusion school of magic, as well as other powers that mimic their effects.


The Neogi makes 1 Bite and 2 Claw attacks

Bite: Melee weapon attack; Reach 5'; one target; +5 to hit; Hit: 5 (1d4+3) Piercing damage and target must make a D.C. 14 Constitution saving throw or their Wisdom score is lowered by 1d4. Multiple hits are cumulative, and if they are reduced to 0 Wisdom, they are Incapacitated until they regain at least 1 point. Lost Wisdom returns at the rate of 1d4 points per long rest.

Claw: Melee weapon attack; Reach 5'; one target; +5 to hit; Hit: 4 (1d2+3) Piercing damage.

Crossbow: Ranged weapon attack; Range 100' / 400'; +5 to hit; Hit: 8 (1d10+3) Piercing damage.

Enslave (3/day): Targets one creature within 30'. Target must make a D.C. 13 Wisdom saving throw or become Dominated by the Neogi for 24 hours. After 24 hours, they may repeat the saving throw with Disadvantage to break free. Umber Hulks automatically fail their save against this power. Enslaved creatures are completely devoted to the Neogi, and will do anything it demands, including putting their lives at risk, attacking former allies or lovers and committing acts that would violate their moral codes. If the Neogi that commands them dies, the effect ends, though the target is Stunned for 1d10 rounds (no save).

Bonus Actions

Envenomate: The Neogi applies its venom to 5 Crossbow quarrels, its claws or a melee weapon. 

"Ok now, everyone say 'Horrific psychical trauma'"


  1. Thank...helped me out lots for my game

  2. Thanks for the hard work!

  3. Sorry for the...*checks watch*....incredibly late reply, but you are both most welcome!


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