Neogi
Overview
Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel’s neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.Alien Tyrants
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.Cycle of Death and Life
A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.Hierarchy of Ownership
Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters - and it must defer to those of higher station or risk harsh punishment. Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.Neogi Hatchling CR: 1/8 (25 XP)
STR
3 -4
DEX
13 +1
CON
10 +0
INT
6 -2
WIS
10 +0
CHA
9 -1
Mental Fortitude. The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep. Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d4 + 1 piercing damage plus 2d6 poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Neogi CR: 3 (700 XP)
STR
6 -2
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
12 +1
CHA
15 +2
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The neogi makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 piercing damage plus 4d6 poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 2d4 + 3 slashing damage. Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Neogi Master CR: 4 (1,100 XP)
STR
6 -2
DEX
16 +3
CON
14 +2
INT
16 +3
WIS
12 +1
CHA
18 +4
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spellcasting. The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
- Cantrips (at will): eldritch blast (range 300 feet, +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery
- 1st–4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
Actions
Multiattack. The neogi makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 piercing damage plus 4d6 poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 2d4 + 3 piercing damage. Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
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