Farlanders
Long ago, a civilization flourished beyond the stars, but it was overtaken by a violent and cruel cosmic entity, who mutated the people of this civilization until their form was nearly incomprehensible. But before they could be swallowed whole and forgotten, a small group of these people managed to escape on a hastily built Cosmic Vessel, which crash landed on our world. Lost, afraid, and without a home, the Farlanders seek refuge in this alien world, fated to be seen as a strange abomination.
Farlanders appear abstract, their bodies made of solid rock in simple, solid geometric shapes (such as cubes, triangles, and diamonds) split apart in separate pieces that float near each other as if fixed in place in the vague arrangement of a humanoid body. They have no visible hair or eyes, but may have parts of their strange geometry that suggest such features, such as two shards of glass floating where eyes may be or an array of floating cubes in the rough shape of flowing hair. Their voices may waver between high and low pitches, may carry a static sound to them, or might be completely monotone. They might naturally emanate strange sounds. Farlanders can't easily wear clothes, but can adorn themselves with small pieces of decorative clothing, such as streamers with their names written on them, face masks, or armor pieces.
Warped Aliens. Farlanders had once adapted to survive in Wildspace, but after being stranded here they find themselves in a place where they can experiment with the strange abilities they have as a result of their transformation. Their intentions are as broad as they come, but most simply want to survive.
Society. Farlanders are a broken people, and as such have no real society left other than small tribes. They often hide from others, either out of embarrassment of their forms, fear they may be attacked, or both.
Types. The Farlanders have learned that not all of their kin were transformed identically, and have categorized themselves into three types: The Phasite, who are semi-incorporeal and possess the ability to phase through thin solid surfaces; the Destructoid, Farlanders that can channel the innate destructive power of the being that transformed them by just their touch; and the Mindite, whose minds have expanded past their physical form and can bond with another's.
A fourth type of Farlander is said to exist in myth, the Voidite, who as a result of the transformation, were able to ascend past their physical form and become purely metaphysical, combining all the traits of the other three Farlander types with heightened ability.
Diet. Farlanders don't need to eat or drink to survive. They are unable to consume anything without the heavy assistance of magic.
Farlander (Phasite)
Medium Aberration, Any Alignment
- Armor Class 15 (Natural Armor)
- Hit Points 40
- Speed 30ft hover
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 15 (+2) 16 (+3) 10 (+0)
- Saving Throws STR +3
- Skills Perception +5
- Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing
- Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Prone, Restrained
- Senses Blindsight 30ft, passive 15
- Languages Common, Deep Speech
- Prof. Bonus +2
☐ Phasic Body. The farlander can move through solid materials less than 6 inches thick as if it were difficult terrain. If it ends its turn inside an object, it takes 20 Force damage and is shoved out.
☐ Corrupted Body. If a creature touches the farlander or hits it with a melee attack, it takes 1d4 Necrotic damage.
Actions
◆ Corrupted Touch, +4 to hit, 5ft reach, one target. Hit: 2d4+2 Necrotic damage.
◆ Spatial Warp. The farlander teleports up to 30ft to an unoccupied space it can see.
Farlander (Destructoid)
Medium Aberration, Any Alignment
- Armor Class 15 (Natural Armor)
- Hit Points 50
- Speed 30ft hover
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 10 (+0)
- Saving Throws STR +3
- Skills Perception +4
- Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing
- Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Prone, Restrained
- Senses Blindsight 30ft, passive 14
- Languages Common, Deep Speech
- Prof. Bonus +2
☐ Corrupted Body. If a creature touches the farlander or hits it with a melee attack, it takes 1d4 Necrotic damage.
Actions
◆ Corrupted Touch, +5 to hit, 5ft reach, one target. Hit: 2d6+3 Necrotic damage.
◆ Distortion Beam (Recharge 5-6). The farlander expels destructive energy in a 30ft line that is 5 foot wide. Creatures within this zone must make a DC 13 Constitution saving throw, taking 3d6 Necrotic damage on a failed save, or half as much on a success.
Farlander (Mindite)
Medium Aberration, Any Alignment
- Armor Class 14 (Natural Armor)
- Hit Points 35
- Speed 30ft hover
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 16 (+3) 18 (+4) 10 (+0)
- Saving Throws STR +3, INT +5, WIS +6
- Skills Perception +4
- Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing; Psychic
- Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Prone, Restrained
- Senses Blindsight 30ft, passive 14
- Languages Common, Deep Speech; telepathy
- Prof. Bonus +2
☐ Corrupted Body. If a creature touches the farlander or hits it with a melee attack, it takes 1d4 Necrotic damage.
Actions
◆ Corrupted Touch, +5 to hit, 5ft reach, one target. Hit: 2d4+1 Necrotic damage.
◆ Psionic Rend. The farlander lashes a creature it can see within 30ft with powerful psionic force. That creature must make a DC 13 Intelligence saving throw. On a failed save, the target takes 2d4 Psychic damage and gains 1 stack of Mindbroken (see conditions). On a successful save, the target takes half that damage and doesn't gain Mindbroken.
Farlander (Voidite)
Medium Aberration, Any Alignment
- Armor Class 16 (Natural Armor)
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 14 (+2)
- Saving Throws STR +6, DEX +6, INT +7, WIS +7
- Skills Perception +7
- Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing; Psychic
- Condition Immunities Blinded, Deafened, Exhaustion, Grappled, Prone, Restrained
- Senses Blindsight 30ft, passive 17
- Languages Common, Deep Speech; telepathy
- Prof. Bonus +3
☐ Phasic Body. The farlander can move through solid materials less than 6 inches thick as if it were difficult terrain. If it ends its turn inside an object, it takes 20 Force damage and is shoved out.
☐ Corrupted Body. If a creature touches the farlander or hits it with a melee attack, it takes 1d4 Necrotic damage.
Multiattack (⮌). The farlander can make 2 Corrupted Touch attacks on its turn as a single action.
Actions
◆⮌ Corrupted Touch, +6 to hit, 5ft reach, one target. Hit: 2d6+3 Necrotic damage.
◆ Spatial Warp. The farlander teleports up to 60ft to an unoccupied space it can see.
◆ Psionic Rend. The farlander lashes a creature it can see within 30ft with powerful psionic force. That creature must make a DC 15 Intelligence saving throw. On a failed save, the target takes 4d6 Psychic damage and gains 1 stack of Mindbroken (see conditions). On a successful save, the target takes half that damage and doesn't gain Mindbroken.
◆ Distortion Beam (Recharge 5-6). The farlander expels destructive energy in a 30ft line that is 5 foot wide. Creatures within this zone must make a DC 15 Constitution saving throw, taking 3d6 Necrotic damage on a failed save, or half as much on a success.