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Creature Catalog

Colonial Force


Dragonborn (Blue) Fighter (Champion) 3

Str: 18

Dex: 14

Con: 16

Int: 13

Wis: 10

Cha: 12

HP: 30

Breath Weapon (30 ft line of lightning) 2d6 damage

Lightning Resistence

Language: Common, Draconic,


Armour, Shields, Simple Weapons, Martial Weapons, Insight, Athletics

(Intimidation, Perception, Navigator's Tools, Spelljammers)

[Perception, Intimidation, Three Dragon Ante, Vehicles (Land)]


[Items in square brackets are for solider]

(Items in parens are for sailor)


Platemail, Longsword, Light Crossbow and 20 bolts, Explorer's Pack

(Belaying Pin, 50 ft silk rope, Tymoran Sunburst, common clothes, 10 gp)

[Insignia of Rank, a set of broken weapons, set of Three Dragon Ante cards, common clothes, 10 gp]

Fighting Style: Defense

Second Wing (once per use get 1d10+level hp back)

Once per rest get +1 action

Critical on a 19 to 20


Human Wizard (Evoker) 3

Str: 13

Dex: 14

Con: 16

*Int: 17

*Wis: 16

Cha: 16

HP: 22

Languages: Common, Elven,


Daggers, Darts, Slings, Quarterstaffs, Light Crossbows

Arcana, Insight

(Athletics, Perception, Navigator's Tools, Spelljammers)


(Items in parens are for Sailor)

Evocation Savant

Sculpt Spells

Arcane Recovery

Spells: Save 13 (3 Cantrips, four 1st, 2 second) (Magic Missile, Mage Armour, Flaming Sphere, Blur, Witch Bolt, Featherfall)

Cantrips: Mage Hand, Fire Bolt, Light

1st: Magic Missile, Thunderwave, Mage Armour, Charm Person, Identify, Ice Knife, Witch Bolt, Featherfall

2nd: Flaming Sphere, Blur


Dagger, ring of the dragon, explorer's pack, spellbook

(Belaying Pin, 50 ft silk rope, Tymoran Sunburst, common clothes, 10 gp)


The majority of Scro use the Orog from the Monster Manual. The majority of the Scro are smarter and wiser than the majority of the Orc race. Scro pirates are closer to rabble, much less regimented than standard Scro. Scro pirates are tolerated in society because they bring supplies back to their commanders and their bases. They are not placed in one of the other Gorgoi because they chose to leave. The rabble of the Scro pirates use regular Orc stats.

The Scro pirate ships are usually commanded by an Orgrillon cleric, or a rogue cleric of Dukagsh (use the Eye of Gruumsh stats).

Scro Marines

The majority of the Scro are Orog marines, using the Orog statistics. They are lead by a Sargeant (using the Orc War Chief statistics) and mostly are used for boarding actions.

Vozagogat Assassin

The Vozagogat is a word for Half Orc in the Scro language (the bastardization of Elvish and Orcish that the Scro speak). Their role is that of the Assassin, sneaking into human and elven lands - they are the secret agents and the murderers of the Scro fleet.

Half Orc Rogue (Assassin) 5

Str: 16

*Dex: 16

Con: 18

*Int: 14

Wis: 9

Cha: 13

HP: 51

Languages: Common, Orc, Thieves' Cant, Elvish, Neogi


Reckless Endurance

Savage Attacks


Light Armour

Simple Weapons, Hand crossbows, Longswords, Rapiers, Shortswords

Thieves' Tools, Disguise Kit, Poisoner's Kit

Acrobatics (Expertise), Deception, Intimidation, Perception, Stealth (Expertise), Insight, Religion


Shortsword, Shortbow and 20 arrows

Burglar's Pack

Leather armour, two daggers, thieves' tools

Holy symbol of Dukagsh, book of prayers

5 sticks of incense, cleric vestments, common clothes

15 gp

Sneak Attack 3d6

Cunning Actions

Uncanny Dodge

Feat: Skulker



Neogi are terrible and evil spiderlike slavers that patrol the skies.

Ability Score Increase: Your Charisma and Dexterity increase by 2, and your Intellience increase by 1

Weak: Neogi decrease their Strength by 2

Age: Neogi continue aging until they begin weakening enough for their slaves and masters to turn on them. They are injected with special poisons by their brethren, and are filled with small ravenous young, which burst forth from them and consuming their flesh.

Alignment: It is a rare Neogi who is not Lawful Evil

Size: Neogi are small until they became Great Old Masters when they are Large

Speed: Neogi have a base walking speed of 30ft

Darkvision: Neogi heritage gives them superior vision in dark and dim conditions. You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.

Enslavement: Neogi have the ability to enslave members of other species. They gain the innate ability to cast Charm Person once, this ability is regained after a short rest. At 7th level this spell becomes Dominate Person. At 15th level this becomes Dominate Monster.

Languages: Neogi speak Common, Deepspeech, and Undercommon


Thick-skinned and hippopotami-headed, they stands almost nine feet tall, and are powerfully muscled.

The Giff are a race of imposing mercenaries. They are civilized, though due to their nature, wizards are scarce among their race. Giff hire on with various groups throughout the multiverse as mercenaries, bodyguards, enforc ers, and general legbreakers.

They are humanoids, with stocky, flat, cylindrical legs. Their chests are broad and support a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to gold, an d many have colorful tattoos that leave their bodies a patchwork record of past victories. They speak Giant and Common.

Giff Traits

Your giff character has certain traits.

Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1.

Age. Giff mature at the same rate as humans and live about the same span.

Alignment. Giff are often neutral.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Head Butt. You are never unarmed. You are proficient with head butting creatures, which is a melee weapon that deals 2d6 bludgeoning damage.

Musketeer. You are proficient with renaissance muskets and pistols.

Nonmagical. You have advantage on saving throws against spells, however you have disadvantage when using magic items of any kind or spell attack rolls.

Thick Skinned. Your base AC is 13 + your Dexterity Modifier.

Languages. You can speak, read, and write Giff and can speak Common and either Draconic, Dwarven, Elven.


As a warforged, you have the following racial traits.

Ability Score Adjustments: Your Constitution score increases by 2.

Living Construct: Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.

Unsleeping Sentinel: Warforged don\xe2\x80\x99t need to sleep. Instead, they settle into a resting state, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. Aft er resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Warforged Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Integrated Armor: When you are not wearing armor, your AC is 12 + your Dexterity modifier. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are w earing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor.

Self-Stabilizing: You have advantage on death saving throws.

Languages: You can speak, read, and write Common.

Type: Multiple types of warforged are found among the worlds of D&D, including warforged scouts and warforged soldiers. Choose one of these types.

Warforged Scout

Ability Score Increase: Your Dexterity score increases by 1.

Size: Small

Speed: 35 feet

Warforged Soldier

Ability Score Increase: Your Strength score increases by 1.

Size: Medium

Speed: 30 feet