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Neogi

Fal
Characteristics
Alignment Lawful Neutral
Type Magical Beast
Publication history
Source books Monstrous Compendium: Spelljammer Appendix II
First appearance Monstrous Compendium: Spelljammer Appendix II
Gammaroid
Characteristics
Alignment True Neutral
Type Animal
Publication history
Source books Monstrous Compendium: Spelljammer Appendix II
First appearance Monstrous Compendium: Spelljammer Appendix II
Monsters of Spelljammer
Giff image.jpg
3D image of a giff on a spelljamming ship
Characteristics
Alignment Lawful neutral
Type Humanoid
Stats [No Open Game License stats]
Publication history
First appearance Spelljammer (1989)
Stellar dragon
Characteristics
Alignment True Neutral
Type Dragon
Publication history
Source books Monstrous Compendium: Spelljammer Appendix II
First appearance Monstrous Compendium: Spelljammer Appendix II
Mythological origins Dragon
Witchlight Marauder
Characteristics
Alignment Varies
Type Aberration
Publication history
Source books Monstrous Compendium: Spelljammer Appendix II
First appearance Monstrous Compendium: Spelljammer Appendix II

The Spelljammer campaign setting for the Dungeons & Dragons fantasy role-playing game includes numerous monsters not typically found in other settings.

A bionoid is a chitinous, bipedal humanoid insect with a glowing circular gem in the center of its forehead. Though their appearance strikes fear in those who view them, their demeanor belies their looks. They originated as “Living Weapons” during the Unhuman Wars.

The Falmadaraatha (or “Fal” for short) are huge, slug-like creatures that dwell inside hollow, lifeless asteroids. They are among several races that share the title “scholars of wildspace.”

The Fal have large, soft, pulpy bodies that change from light tan at birth to jet black at the end of life. At the fore end of their bodies, they have a pair of small sensory antennae, bulbous eyes, a massive mouth filled with sharp teeth ideal for burrowing, and a smaller mouth above it, used for speech.

These gentle, brilliant, inoffensive giants burrow through small planets that contain no sentient life and make their lairs inside. They speak their own tongue, as well as Common and most human, demi-human and humanoid languages.

Although the Fal find combat offensive, considering it the final refuge of the incompetent, they are perfectly capable of defending themselves with a ferocious bite. The Fal does not swallow, until it tries to persuade the foe to surrender in a peaceful manner. Should the foe agree to surrender, then renege on its word, the Fal attacks with no quarter. To the Fal, a promise is sacred.

All Fal are telekinetic. A Fal can lift 1,000 pounds in this way and, if it acts first, tries to neutralize an opponent by simply lifting and holding it about 30 feet off the floor until the opponent stops fighting. A successful hit on the Fal breaks its concentration, and the victim falls hard.

The Fal are solitary, though there is a chance of encountering a group of these massive beings inside one asteroid, chatting away about philosophy, metaphysics, or the state of the multiverse. As a rule, the Fal are peaceful, honest, hospitable geniuses. Despite this solitude, the Fal enjoy polite company, provided it does not visit often. (To a Fal, more than once a year is “often.“) Any alignment may visit, though the Fal are wary around chaotic evil and lawful good beings. The Fal consider these two alignments too extreme in their philosophies.


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