Neogi
A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. 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.
Jump to: Neogi Hatchling | Neogi | Neogi Master
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
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.
Some neogi use magic -- the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.
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
A neogi lives about a century. 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 mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The 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 an umber hulk.
Neogi Hatchling
Tiny aberration, Typically Lawful Evil
- Armor Class 11
- Hit Points 7 (3d4)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills
- Senses darkvision 60 ft.,passive Perception 10
- Languages --
- Challenge 1/8
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
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) 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
The mentality of adult neogi is alien to many other peoples. Because adult neogi have the power to control minds, they 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.
Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each others' place in the hierarchy--and they must defer to those of higher station or risk harsh punishment.
Neogi
Small aberration, Typically Lawful Evil
- Armor Class 15 (natural armor)
- Hit Points 33 (6d6 + 12)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2)
- Proficiency Bonus +2
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Intimidation +4,Perception +3
- Senses darkvision 60 ft.,passive Perception 13
- Languages Common,Deep Speech,Undercommon
- Challenge 3
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 one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (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.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Bonus Actions
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
Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities--known by such names as Acamar, Caiphon, Gibbeth, and Hadar--resemble stars and embody the essence of evil.
Neogi Master
Medium aberration (Warlock), Typically Lawful Evil
- Armor Class 15 (natural armor)
- Hit Points 71 (11d8 + 22)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
- Proficiency Bonus +2
- Saving Throws Wis +3
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Arcana +5,Deception +6,Intimidation +6,Perception +3,Persuasion +6
- Senses darkvision 120 ft.,passive Perception 13
- Languages Common,Deep Speech,Undercommon,telepathy 30 ft.
- Challenge 4
Devil's Sight. Magical darkness doesn't impede the neogi's darkvision.
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 one Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (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.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Tentacle of Hadar. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) necrotic damage, and the target can't take reactions until the end of the neogi's next turn, as a spectral tentacle clings to the target.
Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: guidance, mage hand, minor illusion, prestidigitation
1/day each: dimension door, hold person, hunger of Hadar
Bonus Actions
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.