Unblinking Grotesquery: Unyclopterx

Art by Anthony Alipio

What do you get when a delusional bardificer drops a cyclops, a rhino, a pseudodragon, a giant squid, and a trumpet into a magical vat of boiling slime? A one-eyed, one-horned, flying unyclopteryx! If you ever encounter one, don’t get caught staring or you might end up in its acid-filled maw!


Unyclopteryges

The unyclopteryx is an odd, self-serving creature. Roughly the size and shape of a severed cyclopian head, it does indeed have just one great eye. However, the similarities end there.

With its draconic wings, musical horn, asymmetrical appendages, and gaping maw, all dripping with purple slime, the unyclopteryx is a sight so disturbing it’s often hard to look away. 

Astral Denizens. While most wander the astral plane, the occasional unyclopteryx does find its way to the material plane where it immediately begins to wreak havoc on the natural order of things.

Bobbling Heads. Though generally solitary in nature, the tiny spawn of these ungainly creatures initially travel together, forming a bobble of unyclopteryges, so named for the undulating motion of the many spherical forms hovering irregularly up and down on their beating wings.

Homnivorous Appetite. Unyclopteryges can consume most anything they put in their mouths but seem to prefer eating people most of all. It isn’t clear what makes a human or elf more palatable than a wild boar or a block of wood, but a unyclopteryx will drop everything at the prospect of consuming humanoid flesh.


UNYCLOPTERYX  CHALLENGE 13

LEGENDARY MEDIUM ABERRATION   10,000 XP
AC 18 (natural armor)
HP 170 (31d6 + 62; bloodied 85)
Speed 5 ft., fly 60 ft.
Initiative Dex +2 (12), Insight +0 (10), Perception +0 (10)

STR: 14 (+2) DEX: 16 (+31) CON: 15 (+2)
INT:
9 (–1) WIS: 11 (+0) CHA: 19 (+4)

Proficiency +5; Maneuver DC 16
Saving Throws Str +2, Dex +3, Con +2, Int –1, Wis +5, Cha +9
Skills Stealth +8
Damage Immunities acid
Damage Resistances damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10
Languages

Acidic Contact. A creature that touches the unyclopteryx or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) acid damage. Any nonmagical weapon made of wood or metal that hits the unyclopteryx corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of wood or metal that hits the unyclopteryx is destroyed after dealing damage.

Legendary Resistance (3/day). When the unyclopteryx would fail a saving throw, it succeeds instead. Each time it does so, its slime temporarily loses its acidity; until the end of its next turn the unyclopteryx deals no acid damage.

Mesmer Eye. If a creature is within 30 ft. of the unyclopteryx and the two of them can see each other, the creature has disadvantage on saving throws against the unyclopteryx’s soothing tune.

ACTIONS

Multiattack. The unyclopteryx makes 3 melee weapon attacks; it can only make one Gore attack on its turn.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (1d10) acid damage. On a critical hit, if a bit creature is wearing nonmagical armor or wielding a nonmagical shield, the armor or shield (target’s choice) becomes damaged. If it is already damaged, the item becomes broken.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 5 (1d10) acid damage. If the unyclopteryx flies at least 20 feet in a straight line toward the target before goring it, the target takes an additional 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 5 (1d10) acid damage, and the target makes a DC 14 Strength saving throw or is pulled 5 feet toward the unyclopteryx.

Soothing Tune (Recharge 5–6. The unyclopteryx emits a soulful melody from its horn. All creatures within 60 feet that can hear make a DC 17 Wisdom saving throw or are struck with a sudden lethargy. While the unyclopteryx maintains concentration (as with concentrating on a spell), an affected creature cannot add their ability score modifiers to any rolls unless those modifiers are negative. This effect lasts for 1 minute or until the affected creature takes damage. On a successful save, a creature is immune to the unyclopteryx’s soothing tune for 24 hours.

REACTIONS

Snapjaw. When it pulls a target close with a Tendril, the unyclopteryx also attacks that creature with its Bite.

LEGENDARY ACTIONS

The unyclopteryx can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Charge (Costs 1 Action). The unyclopteryx moves 20 feet in a straight line and makes a gore attack.

Double Attack (Costs 2 Actions). The unyclopteryx makes 1 bite attack and 1 tendril attack, or 2 tendril attacks.

Soul Horn (Costs 3 Actions). The unyclopteryx recharges and uses its Soothing Tune.


BOBBLE OF UNYCLOPTERYX SPAWN CHALLENGE 5

MEDIUM SWARM OF TINY ABERRATIONS   1,800 XP
AC 14 (natural armor)
HP 90 (31d6 + 62; bloodied 85)
Speed 5 ft., fly 60 ft.
Initiative Dex +2 (12), Insight +0 (10), Perception +0 (10)

STR: 13 (+1) DEX: 15 (+2) CON: 14 (+1)
INT:
9 (–1) WIS: 11 (+0) CHA: 16 (+3)

Proficiency +3; Maneuver DC 13
Saving Throws Str +1, Dex +2, Con +1, Int –1, Wis +3, Cha +6
Skills Stealth +5
Damage Immunities acid
Damage Resistances damage from nonmagical weapons
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages

Aberrant Physiology. The swarm doesn’t require air or sleep.

Swarm. The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points.

Acidic Contact. A creature that touches the bobble or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) acid damage. Any nonmagical weapon made of wood or metal that hits the bobble corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of wood or metal that hits the bobble is destroyed after dealing damage.

Flyby. The bobble doesn’t provoke opportunity attacks when it flies out of a creature’s reach.

Mesmer Eye. A creature that is within 30 ft. of the bobble and can see it has disadvantage on saving throws against the bobble’s Soothing Tune.

ACTIONS

Multiattack. The unyclopteryx makes 3 melee weapon attacks; it can only make one Gore attack on its turn.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (1d10) acid damage. On a critical hit, if a bit creature is wearing nonmagical armor or wielding a nonmagical shield, the armor or shield (target’s choice) becomes damaged. If it is already damaged, the item becomes broken.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 5 (1d10) acid damage.  If the bobble flies at least 20 feet in a straight line toward the target before goring it, and the target is a creature, the target makes a DC 14 Constitution saving throw or also takes 2 (1d4) ongoing damage for 2 (1d4) rounds or until a creature takes an action to treat the wound.

Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 5 (1d10) acid damage.

Soothing Tune (Recharge 6). The unyclopteryges in the bobble emit a soulful melody from their horns. All creatures within 60 feet that can hear make a DC 15 Wisdom saving throw or are struck with a sudden lethargy. While the unyclopteryx maintains concentration (as with concentrating on a spell), an affected creature cannot add their ability score modifiers to any rolls unless those modifiers are negative. This effect lasts for 1 minute or until the affected creature takes damage. On a successful save, a creature is immune to the bobble’s Soothing Tune for 24 hours.


Combat

A unyclopterx that is aware of its enemies while they are at range plays its Soothing Tune at the outset of a battle (and, if most of its enemies remain at a distance, when the action is available again). It charges to Gore as part of a Multiattack and pulls enemies in with a Tendril to make a Snapjaw attack. It mostly uses Legendary actions to Double Attack if surrounded or Charge then Double Attack if not.  A bobble zips around the battlefield, relying on its Flyby trait to avoid opportunity attack.

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