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  magehandpress
  No single object in the 'verse contains more information than 
  the Encyclopedia Multiplanaria, an enchanted datapad filled 
  with exhaustive articles on practically every topic known 
  to man. Of course, no storage method is perfect, so the 
  encyclopedia’s creator threw out the index to make space for 
  the vast reams of information. As you open the Encyclopedia 
  Multiplanaria, you’ll notice it looks like an ordinary datapad, 
  but it has only a single red button marked with an arrow. Each 
  press of this button advances the datapad to a new, random 
  article, filled with extensive and accurate information on any 
  topic. Somehow, the encyclopedia always manages to bring 
  you useful, relevant topics at least a couple of times a day. 
   
  The following collection of entries are random excerpts 
  from the encyclopedia’s vast stores of data. With any luck, 
  you’ll discover something useful, or at least entertaining, as 
  you read through the Encyclopedia Multiplanaria.
  Nuclear Chicken
  Monster
  So named for its thermonuclear death throes, the nuclear 
  chicken is the most singularly destructive chicken in the 
  multiverse. No predator, no matter how starved, will risk 
  attacking the easy-to-spot glowing chicken, for the chicken 
  would explode and kill everything in a huge radius. As 
  such, the nuclear chicken is a lonely creature with an ornery 
  temperament, a true bully of the animal kingdom.
  ENCYCLOPEDIA 
  MULTIPLANARIA
  Nuclear Chicken
  Tiny monstrosity, unaligned
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 3 (2d4 – 2)
  Speed
  Speed 30 ft.
  STR
  STR
  2 (–4)
  DEX
  DEX
  14 (+2)
  CON
  CON
  8 (–1)
  INT
  INT
  2 (–4)
  WIS
  WIS
  12 (+1)
  CHA
  CHA
  6 (–2)
  Senses
  Senses passive Perception 11
  Languages
  Languages —
  Challenge
  Challenge 1 (200 XP)
  Nuclear Death Burst. When the chicken dies, it explodes in 
  a thermonuclear fireball. Each creature within 60 feet of it 
  must make a DC 12 Dexterity saving throw, taking 28 (8d6) 
  force damage on a failed save, or half as much damage on a 
  successful one.
  Actions
  Peck. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  creature. Hit: 1 (1d4) piercing damage.
  Kaboom! The chicken uses its Nuclear Death Burst ability 
  and dies in the ensuing explosion.
  The Encyclopedia as a Magic Item
  The Encyclopedia as a Magic Item
  Encyclopedia Multiplanaria 
  Wondrous item, legendary
  This datapad is enchanted to hold an 
  incredible wealth of information. However, 
  the data is not indexed, so the datapad only 
  provides data that it believes will be useful 
  at any given moment. The datapad has 3 
  charges, and regains all charges daily at 
  dawn. You can use your action to access the 
  datapad when you make an Intelligence check 
  to gain a +20 bonus to the roll.  
  
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  2
  Doogie Two-Heads
  Nonplayer character
  One of the most imposing mercenaries working for Grax’s 
  Guys for Cheap, Doogie Two-Heads in an ettin, a great, two-
  headed giant. Doogie is usually paid for bouncer and shake-
  down work—anything where he has to look tough and say 
  little. While Doogie Two-Heads’s crew thinks he’s as dumb 
  as he looks, he is, in fact, is an enthusiastic conversationalist, 
  his two heads talking over and correcting each other with 
  every sentence. A quick way to anger Doogie Two-Heads is 
  to consistently mess up his name: against all common sense, 
  the left head is called “Doogie” and the right is called “Two-
  Heads”, a fact which both heads feel should be obvious. 
  Despite the ettin’s relatively thick skull and poor situational 
  awareness, Doogie Two-Heads is a valuable ally, if you can 
  get him on payroll for a job. 
  Paradise One
  Tier 1X world
  The premiere vacation destination in the Elven Empire, 
  Paradise One is a completely fabricated luxury planet, with 
  scenic vistas as far as the eye can see, and climate-controlled 
  seasons year-round. This might already seem sublime, but the 
  fine details really make the planet perfect: it’s impossible to 
  get a sunburn lying on the beach, the coconuts are naturally 
  filled with rum, the native wildlife sings showtunes, and 
  there’s always a servant at your beck and call. Vacations there 
  might cost a fortune, but this doesn’t lessen the number of 
  visitors in a given season.
   
  Paradise One weighs heavily in the minds of elven 
  nobility, who see themselves as the cultured developers of 
  the untamed ‘verse. This planet, which has received limitless 
  investment from private individuals and the Elven Empire 
  itself, is a model of the perfect elven planet, and a prototype 
  for the elves’ terraforming plans for the ‘verse at large.
   
  However, beneath the thin, picturesque surface, Paradise 
  One is a hellscape of machines and inhospitable conditions. 
  Colossal heat sinks and rumbling terraforming engines shift 
  the temperature, clouds, and waves to precise specifications, 
  moving the excess heat and humidity to the underworld, 
  leaving it a sweltering, mechanical wasteland. The planet’s 
  permanent residents (none of them elves) are little more than 
  a servant population, held under despotic rule and charged 
  with maintenance of the “Paradise Machine” which keeps the 
  conditions on the surface so idyllic year-round. Visitors never 
  get to glimpse behind the scenes, and few would ever want 
  to; paradise is something they’d rather enjoy than question.
  Doogie Two-Heads
  Large giant, chaotic evil
  Armor Class
  Armor Class 12 (natural armor)
  Hit Points
  Hit Points 102 (12d10 + 36)
  Speed
  Speed 40 ft.
  STR
  STR
  21 (+5)
  DEX
  DEX
  10 (+0)
  CON
  CON
  17 (+3)
  INT
  INT
  6 (–2)
  WIS
  WIS
  10 (+0)
  CHA
  CHA
  8 (–1)
  Skills
  Skills Intimidation +1, Perception +4, Piloting +2
  Senses
  Senses darkvision 60 ft., passive Perception 14
  Languages
  Languages Common, Giant, Orc
  Challenge
  Challenge 4 (1,100 XP)
  Two Heads. Doogie Two-Heads has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious.
  Wakeful. When one of the Doogie Two-Heads’s heads is 
  asleep, its other head is awake.
  Actions
  Multiattack. Doogie Two-Heads makes two melee attacks or 
  two ranged attacks.
  Heavy Plasma Launcher. Ranged Weapon Attack: +2 to hit, 
  range 80/240 ft., one target. Hit: 10 (3d6) fire damage, and 
  each creature other than the target within 10 feet of the 
  target must succeed a DC 14 Dexterity saving throw, taking 
  half the fire damage rolled on a failed save.
  Rocket Hammer. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, 
  plus 5 (2d4) piercing damage if it is the first hit using this 
  weapon this turn.
  
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  magehandpress
  Barbaros,  
  the Bloodmonger
  Nonplayer character
  Few people know that the towering gladiator, Barbaros, the 
  Bloodmonger, who is infamous for crushing opponents in 
  underground fighting rings, is little more than a stage persona 
  by spritely gnome gadgeteer, Alexia Brightfoot. For years, 
  Alexia has been making a tidy fortune playing the part of 
  “Barbaros” from inside her experimental frame, which stands 
  nearly seven feet all, and is designed to look like a spiked 
  suit of gladiator armor. She cheerfully bashes in faces every 
  weekend, and has ice cream afterwards.
  Cat Box
  Monster
  Natural selection takes odd twists and turns on the galactic 
  scale. Few monsters demonstrate this as elegantly as the 
  monstrous cat box, a bizarre relative of the mimic which 
  stalks spaceports and maw stations. Relying on the principle 
  that humanoids around the 'verse love kittens (if only in 
  fleeting doses), the monstrosity plants itself in a box labeled 
  "kittens", "cats", or some variant therein. Curious onlookers 
  draw close, and are dead before they can call for help. This 
  beast's true form, usually concealed by its box, is a furry, 
  amorphous terror, sprouting cat-like limbs and tails at every 
  angle as it attacks. 
  Cat Box
  Small monstrosity, unaligned
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 66 (12d6 + 24)
  Speed
  Speed 30 ft., climb 30 ft.
  STR
  STR
  9 (–1)
  DEX
  DEX
  15 (+2)
  CON
  CON
  15 (+2)
  INT
  INT
  2 (–4)
  WIS
  WIS
  10 (+0)
  CHA
  CHA
  13 (+1)
  Skills
  Skills Stealth +5
  Senses
  Senses darkvision 60 ft., passive Perception 10
  Languages
  Languages —
  Challenge
  Challenge 2 (450 XP)
  Blood Frenzy. The cat box has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points.
  False Appearance. While the cat box remains motionless, it 
  is indistinguishable from an inanimate box.
  Actions
  Multiattack. The cat box makes two melee attacks, and it 
  makes one more attack each time it hits, up to a maximum 
  of four attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage.
  
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  Rast
  Tier 3 world
  Claimed by the Human Hegemony in a last-ditch power 
  grab, the small, backwater planet, Rast, was the catalyst that 
  sparked the Rift War between humanity and the other galactic 
  factions. Even today, this planet near the galactic core lies 
  within Hegemony control, their borders jutting out to contain 
  the planet and its surrounding space. Rast contains neither 
  exotic minerals nor strategic positioning; rather, it contains 
  the universe’s principle supply of roaches.
   
  Ocoulori Radavitis, known to spacers as “roaches”, are 
  an inexpensive, albeit addictive, way of navigating the ‘verse. 
  Even with good nutrition and habitats, these strange, insectoid 
  creatures can only be bred on specific planets, such as Rast. 
  The Human Hegemony ascertained correctly that controlling 
  the roaches would be key to establishing a foothold in the 
  ‘verse, and so sent a battle fleet, spearheaded by The Antioch, 
  a cutting-edge heavy cruiser, to take the planet. They were 
  met by an elven forest fleet, sparking the first battle of the 
  Rift War.
   
  Today, the planet’s only structures are Hegemony 
  military bases and brood hutches, all contained within 
  electrified fences and security checkpoints. Vast swathes 
  of the swampy planet are covered by the magenta fungus, 
  xenobloom, which are in turn infested with untold numbers 
  of psi-worms. Hegemony troops are locked in a constant 
  battle with the planet itself, repelling hoards of psi-worm 
  gestalts, and burning away xenobloom with flamethrowers on 
  a daily basis. As they have held their ground on this hostile 
  backwater planet, the Hegemony as a whole has profited, and 
  continues to station The Antioch above the planet, a symbol 
  of Hegemony perseverance.
  Barbaros, the Bloodmonger
  Medium humanoid (gnome wearing experimental frame), 
  chaotic neutral
  Armor Class
  Armor Class 17 (experimental frame)
  Hit Points
  Hit Points 77 (14d8 + 14)
  Speed
  Speed 30 ft.
  STR
  STR
  9 (–1)
  DEX
  DEX
  16 (+3)
  CON
  CON
  13 (+1)
  INT
  INT
  19 (+4)
  WIS
  WIS
  9 (–1)
  CHA
  CHA
  11 (+0)
  Skills
  Skills Arcana +7, Data +7, Technology +7 
  Senses
  Senses darkvision 60 ft., passive Perception 9
  Languages
  Languages all, from universal translator
  Challenge
  Challenge 5 (1,800 XP)
  AI Companion. If Barbaros rolls less than 16 with any of her 
  listed skills, she treats the result as a 16 instead.
  Experimental Frame. Barbaros gains 12 temporary hit points 
  at the beginning of each of her turns. Additionally, while 
  wearing her experimental frame, Barbaros’s size is Medium 
  and she uses Intelligence for her melee weapon attacks 
  (included in the attack.)
  Gnome Cunning. Barbaros has advantage on Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Overcharge. A blaster deals three extra dice of its damage 
  and its Intelligence modifier when Barbaros hits with it 
  (included in the attack).
  Actions
  Multiattack. Barbaros makes two melee weapon attacks. 
  Wrenchinator. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) bludgeoning damage.
  Repeater. Ranged Weapon Attack: +6 to hit, range 60/180 
  ft., one target. Hit: 21 (5d6 + 4) radiant damage. 
  Omni-Grenade. Barbaros throws a grenade at a point she can 
  see within 30 feet. Each creature within a 5-foot radius of 
  that point must make a DC 15 Dexterity saving throw or take 
  22 (5d8) fire damage, or half as much on a successful save.
  Gadget. Barbaros uses one of the following gadgets: 
  Blink Button. Barbaros teleports up to 15 feet.
  Cloaking Device (Recharge 4–6). Barbaros becomes invisible 
  until the end of its next turn, as per the spell invisibility.
  Overheat Beacon (Recharge 5–6). Each blaster within 60 
  feet of Barbaros (excluding those carried by her) overheat 
  until the end of her next turn.
  Shrink Ray. One creature within 30 feet is targeted by the 
  Reduce effect of the enlarge/reduce spell (save DC 15).
  
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  magehandpress
  Gladiatopus
  Monster
  When the nautilids escaped the fiery destruction of their 
  homeworld, Poseidon, they were not the only Poseidon 
  natives to escape into the 'verse. Another intelligent aquatic 
  race, their bitter rivals, the gladiatopi, also set out into 
  the ‘verse in search of a new home. Unlike the nautilids, 
  however, their bodies were not so finely adapted to the 
  Poseidon solution of their homeworld, and so began to invade 
  and colonize the oceans of other worlds, establishing a vast, 
  interstellar, undersea empire.
   
  While their technology is borrowed or copied wholesale 
  from old nautilid designs, the gladiatopi are more than 
  competent in combat. A single gladiatopus can wield up 
  to eight implements of war, including multiple shields and 
  spears, making them akin to a hydra of weapons. Wherever 
  the nautilids travel on their search for a new world, they 
  confront and battle their old rivals, chasing them out of 
  peaceful oceans, and battling them on land and on sea.
  Gladiatopus
  Small monstrosity, unaligned
  Armor Class
  Armor Class 13 (shield)
  Hit Points
  Hit Points 72 (16d6 + 6)
  Speed
  Speed 10 ft., swim 35 ft.
  STR
  STR
  15 (+2)
  DEX
  DEX
  13 (+1)
  CON
  CON
  12 (+1)
  INT
  INT
  12 (+1)
  WIS
  WIS
  13 (+1)
  CHA
  CHA
  9 (–1)
  Skills
  Skills Athletics +4, Perception +3, Stealth +3
  Senses
  Senses darkvision 60 ft., passive Perception 13
  Languages
  Languages Aquan, Common
  Challenge
  Challenge 2 (450 XP)
  Hold Breath. While out of water, the gladiatopus can hold its 
  breath for 30 minutes.
  Octopod. The gladiatopus has eight limbs with which it can 
  hold weapons, shields, and other items. 
  Underwater Camouflage. The gladiatopus has advantage on 
  Dexterity (Stealth) checks made while underwater.
  Water Breathing. The gladiatopus can breathe only 
  underwater.
  Actions
  Multiattack. The gladiatopus makes one melee attack with 
  each of its weapons. If it is holding more than two weapons, 
  each attack roll it makes has a –1 penalty for each weapon 
  each additional weapon it is carrying. Before penalties, the 
  gladiatopus has a +4 melee attack bonus. For example, if the 
  gladiatopus is carrying five melee weapons, each attack roll it 
  makes has a –3 penalty, for a total of +1 to hit.
  Battleaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) slashing damage.
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage.
  Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage.
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage.
  
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  6
  with the vect desire for constant occupation. Surely, nothing 
  is as insurmountable a task as converting the whole ‘verse 
  to the faith of the Sun Above, but Bishop 212 has an endless 
  natural lifespan to attempt just that.
  Bishop 212
  Nonplayer character
  While it’s certainly unusual to see a vect cleric, it’s even rarer 
  to see one that worships the avia-ra deity, the Sun Above. 
  Stranger still, the vect known as Bishop 212 is outfitted with 
  stainless steel regalia and little lights intended to complete the 
  look of a holy prophet. Bishop is actually a true, indoctrinated 
  Apologist in the avia-ra faith, armed with the divine, 
  luminescent powers of a sun cleric. Though their true reason 
  for converting to this solar religion might be difficult to parse 
  out of their constant sermons, it might have something to do 
  Bishop 212
  Medium humanoid (vect), lawful good
  Armor Class
  Armor Class 16 (unarmored defense)
  Hit Points
  Hit Points 65 (10d8 + 20)
  Speed
  Speed 30 ft.
  STR
  STR
  9 (–1)
  DEX
  DEX
  16 (+3)
  CON
  CON
  15 (+2)
  INT
  INT
  10 (+0)
  WIS
  WIS
  16 (+3)
  CHA
  CHA
  13 (+1)
  Skills
  Skills Medicine +5, Persuasion +3, Religion +2
  Senses
  Senses thermalsight 30 ft., passive Perception 13
  Languages
  Languages Avia-Ra, Common
  Challenge
  Challenge 2 (450 XP)
  Construct Anatomy. Bishop is immune to nonmagical 
  diseases, and they don’t need to eat, drink, or breathe.
  Inflexible Mind. Bishop has advantage on saving throws 
  against being charmed.
  Turn Undead (1/Long). As an action, Bishop may present 
  their holy symbol and speak a prayer censuring the undead. 
  Each undead that can see or hear Bishop within 30 feet must 
  make a Wisdom saving throw. If the creature fails its saving 
  throw, it is turned for 1 minute or until it takes any damage.
   
  A turned creature must spend its turns trying to move 
  as far away from Bishop as it can, and it can’t willingly 
  move to a space within 30 feet of Bishop. It also can’t take 
  reactions. For its action, it can use only the Dash action or 
  try to escape from an effect that prevents it from moving. If 
  there’s nowhere to move, the creature can use the Dodge 
  action.
  Unarmored Defense. While Bishop is wearing no armor and 
  not wielding a shield, their AC equals 10 plus its Dexterity 
  modifier + their Wisdom modifier.
  Spellcasting. Bishop is a 3rd-level spellcaster which has the 
  following cleric spells prepared:
  Cantrips (at will): eye of anubis, light, thaumaturgy
  1st level (4 slots): detect evil and good, cure wounds, 
  guiding bolt, sanctuary
  2nd level (2 slots): hold person, lesser restoration
  Actions
  Multiattack. Bishop makes two weapon attacks. 
  Avia-Ra Sunstaff (Ranged). Ranged Weapon Attack: +5 to hit, 
  range 60/180 ft., one target. Hit: 7 (2d6) radiant damage.
  Avia-Ra Sunstaff (Melee). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, 
  or 7 (1d8 + 3) bludgeoning damage if used with two hands 
  to make a melee attack.
  New Cleric Cantrip
  New Cleric Cantrip
  Eye of Anubis 
  Necromancy cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: M (a holy symbol)
  Duration: Instantaneous
  A beam of tenebrous moonlight streaks 
  from your left eye toward a creature within 
  range. Make a ranged spell attack against the 
  target. On a hit, the target takes 1d8 necrotic 
  damage and can't take the Disengage action 
  until the end of your next turn.
   
  This spell creates an additional beam 
  and deals more damage at higher levels. At 
  5th level, you fire a second beam originating 
  from your right eye. Your first beam's damage 
  increases by 1d8 (2d8) when you reach 
  11th level, and your second beam's damage 
  increases by 1d8 (2d8) when you reach 17th 
  level.  
  
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  magehandpress
  Wrothian Vampire 
  Monster
  Wrothian exiles usually die within a decade of leaving their 
  colony, for without the psionic nourishment of their stygian 
  ships, their bodies simply deteriorate. However, a few 
  wrothians have circumvented this grim fate by embracing an 
  even darker alternative: vampirism. A wrothian vampire can 
  extract psionic energy from a living creature, and subsist 
  on that alone. They are undead predators of 
  the night, given to cold-blooded hunting 
  and bloodthirsty attacks. Like other 
  vampires, wrothians shun sunlight 
  and can be dispatched with a stake 
  to the heart, but can’t transform 
  into a bat or disappear into a 
  cloud of mist. Instead, they 
  wield a unique suite of terrible 
  psionic powers, derived from 
  their unique biology and the 
  warped curse of vampirism that 
  afflicts them.
  Wrothian Vampire
  Medium undead, neutral evil
  Armor Class
  Armor Class 17 (natural armor)
  Hit Points
  Hit Points 136 (16d8 + 64)
  Speed
  Speed 30 ft.
  STR
  STR
  19 (+4)
  DEX
  DEX
  18 (+4)
  CON
  CON
  18 (+4)
  INT
  INT
  18 (+4)
  WIS
  WIS
  14 (+2)
  CHA
  CHA
  18 (+4)
  Saving Throws
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills
  Skills Perception +7, Stealth +9
  Damage Resistances
  Damage Resistances necrotic, psychic; bludgeoning, piercing, 
  and slashing damage from nonmagical weapons
  Senses
  Senses darkvision 120 ft., passive Perception 17
  Languages
  Languages Wroth, telepathy 120 ft.
  Challenge
  Challenge 13 (10,000 XP)
  Regeneration. The wrothian vampire regains 20 hit points at the 
  start of its turn if it has at least 1 hit point and isn't in sunlight. 
  If the wrothian vampire takes radiant damage, this trait doesn't 
  function at the start of the vampire's next turn.
  Spider Climb. The wrothian vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The wrothian vampire has the following 
  flaws:
  Stake to the Heart. If a piercing weapon made of wood is driven 
  into the wrothian vampire's heart while the wrothian vampire 
  is incapacitated in its resting place, the it is paralyzed until the 
  stake is removed.
  Sunlight Hypersensitivity. The wrothian vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability checks.
  Actions
  Multiattack. The wrothian vampire takes three actions, chosen 
  from Claw, Misty Step, and Neural Lock. It can take any of these 
  actions more than once, but can’t use the Misty Step action more 
  than once on its turn.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
  Misty Step. The wrothian vampire teleports up to 30 feet to an 
  unoccupied space that it can see.
  Neural Lock. One creature of the wrothian vampire’s choice 
  within 60 feet of it must succeed on a DC 17 Wisdom saving 
  throw or become paralyzed for up to 1 minute. Only two 
  creatures can be paralyzed by this ability at one time. A creature 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Telekinesis. The wrothian vampire casts the spell telekinesis. 
  Intelligence is the wrothian vampire’s spellcasting ability for this 
  spell. 
  Psionic Drain. The wrothian vampire consumes the memories 
  of an incapacitated creature within 5 feet of it. The creature 
  completely forgets the event of the last 24 hours and its Wisdom 
  score is reduced by 1d4. If the creature’s Wisdom score is 
  reduced to 0, it is stunned until it regains at least 1 point of 
  Wisdom. The creature regains 1 point of Wisdom whenever it 
  finishes a long rest.
  Art by Matt Pegoraro 
  (@mattpegoraro)
  
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  8
  Blob Belcher
  Nonplayer character
  To say that the amoeboid chef Blob Belcher has an 
  unconventional personality would be an understatement. 
  Amoeboids always have flexible self-identities, but after 
  being stranded on a human-dominated low-world for two 
  decades, Blob Belcher has adopted an uncannily humanlike 
  voice and demeanor. He cooks human foods, chiefly burgers, 
  wears a chef’s apron, and sports a floppy jelly moustache. 
  Blob might not be much of an asset in combat, but if a 
  problem needs a perfectly-cooked burger, he’s got you covered.
  Blackpost
  Tier 3 world
  It is in humanity’s nature to look out into the night sky and 
  wonder what eyes might be staring back among the canvas of 
  stars. It is also in their nature to fear what they find out there. 
  Perhaps, this is why they established Blackpost, a colony on 
  the very edge of the outer Galactic Frontier, positioned to 
  gaze out beyond our galaxy and watch the universe beyond. 
  Ostensibly, the post is scientific in nature, collecting data 
  from distant galaxies to paint a better picture of the universe 
  as a whole, but it’s no secret that Blackpost also acts as a 
  first-warning system for intergalactic threats, as remote a 
  possibility as that may be. If something more distant and 
  terrible sets its gaze on the Milky Way, humanity will be the 
  first to spot it.
   
  Blackpost is set on a rocky planet, which orbits a dim red 
  dwarf star, originally named Yomi by Lakshayan explorers. 
  The planet is cold, its atmosphere is thin, and its soil is rocky, 
  but it’s just barely habitable, one of the few such planets in 
  its distant sector. Yet, the planet is self-sustaining, and the 
  colonists of this Frontier world consider it just as much part 
  of the Hegemony of Man as Holloway or High Terra.
   
  The Elven Empire viewed the establishment of 
  Blackpost as an achievement to be bested, and so constructed 
  their own distant Frontier settlement on Vosura, just slightly 
  further away from the galactic core. Vosura, by contrast, is 
  a sizable asteroid base planted on a rock far from any star. 
  So long as the Elven Empire controls it, they count it as a 
  resounding success over the growing Human Hegemony.
  Blob Belcher
  Medium humanoid (amoeboid), lawful neutral
  Armor Class
  Armor Class 11
  Hit Points
  Hit Points 28 (5d8 + 5)
  Speed
  Speed 30 ft.
  STR
  STR
  13 (+1)
  DEX
  DEX
  12 (+1)
  CON
  CON
  13 (+1)
  INT
  INT
  14 (+2)
  WIS
  WIS
  9 (–1)
  CHA
  CHA
  14 (+2)
  Senses
  Senses passive Perception 9
  Languages
  Languages Amoeboid, Common
  Challenge
  Challenge 1/8 (25 XP)
  Amorphous. Blob can compress his body enough to squeeze 
  through a 1-inch wide space.
  Burger Chef. During a short rest, Blob Belcher can prepare a 
  burger meal for up to five creatures. Any creature that eats a 
  meal prepared by him during the short rest regains 9 (2d8) 
  hit points.
  Actions
  Spatula. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is 
  Small or smaller, it falls prone as Blob flips it over with the 
  spatula.
  Flexible Form. Blob stretches, compresses, or molds his 
  body into a static form of his choice that is no larger than 8 
  feet in any dimension. He can replicate something’s basic 
  shape, but not its color, texture, moving parts, or fine details. 
  Blob can’t change his body's volume, nor can he move, 
  attack, or cast spells while transformed into a static shape.
       Alternatively, Blob can touch a creature and assume its 
  general form. His size and other statistics don’t change, but 
  he gains the ability to speak and understand that creature’s 
  language, and if the target has a burrowing, climbing, or 
  swimming speed, he gains those with the same speed, up to 
  a maximum of 40 feet.
       Blob can end a transformation on his turn (no action 
  required). If transformed into a creature, he can only take 
  actions that creature would be able to take.
  Reactions
  Reform. When Blob takes bludgeoning, piercing, or slashing 
  damage from a nonmagical source and doesn't drop to 0 
  hit points, he can immediately regain 1d4 hit points, up to a 
  maximum of the amount of damage taken.
  
  9
  magehandpress
  Concordia
  Tier 3 world
  Among the so-called “free” worlds 
  between the boundaries of the galactic 
  powers, Concordia perhaps benefits most from 
  its independent status. A haven of companies and 
  commerce, the floating cities of Concordia act as neutral 
  meeting ground for the great galactic factions. When the 
  Night Crusade came to a head, Concordia hosted the summit. 
  When Astrogations Inc. and the Cabal needed to pick a 
  neutral site for their respective headquarters, Concordia was 
  the obvious choice. When the nautilids and later orcs lost 
  their homeworlds, it was on Concordia that they pled their 
  cases to the galactic community. 
   
  For its fresh water, clean air, and abundant soil, 
  Concordia would make a perfect world, except for the fact 
  that it is too large, and therefore too gravitationally intense, 
  for most of the galactic races. However, in the floating cities 
  positioned in the planet’s upper atmosphere, the air thins to a 
  reasonable density, and the gravity lightens to just above that 
  of High Terra. Residents of the floating cities like to joke that 
  the planet lends weight to the contracts signed there, but in 
  truth, it’s the best a Tier 3 world can offer. 
   
  Not everyone respects Concordia’s status as an 
  independent power, however. Most other free worlds are rife 
  with pirates, Firm contractors, and other thieves; Concordia, 
  meanwhile, hosts the Galactic Bank. Anyone suspicious of 
  the halflings in charge of the bank can point to Concordia’s 
  special status as the sole reason the bank can strike 
  business deals and loan money with impunity. Furthermore, 
  Concordia’s clean streets and protective laws are notoriously 
  opaque. If the Firm or some other criminal power were acting 
  on Concordia, they would be perfectly concealed behind the 
  veneer of board rooms and private offices.
  Kgnack
  Monster
  A pest of megacities and forgotten Frontier worlds alike, the 
  kgnack is a pervasive, rapidly-growing creature. To speed 
  up development, mature kgnacks lay their eggs on metal 
  deposits, but are incapable of distinguishing between natural 
  metals and steel walls or spaceship hulls. As such, kgnack 
  eggs have hitched rides to major planets across the 'verse and 
  infested dozens of megacities along the way. Kgnacks are 
  fiercely protective of their territory, and aren't picky about 
  their meals. Though their numbers rarely balloon into full-on 
  swarms, they're quite impossible to stamp out once settled, 
  if only for the fact that their eggs can hide underneath any 
  hovercar, behind any metal signage, and on any steel support 
  beam. 
  Kgnack
  Small monstrosity, unaligned
  Armor Class
  Armor Class 13
  Hit Points
  Hit Points 20 (8d6 – 8)
  Speed
  Speed 20 ft., fly 40 ft.
  STR
  STR
  13 (+1)
  DEX
  DEX
  16 (+3)
  CON
  CON
  8 (–1)
  INT
  INT
  3 (–4)
  WIS
  WIS
  13 (+1)
  CHA
  CHA
  8 (–1)
  Senses
  Senses darkvision 60 ft., passive Perception 11
  Languages
  Languages —
  Challenge
  Challenge 1/4 (50 XP)
  Metal Scent. The kgnack can smell metal. It is instantly aware 
  of any ship, metal structure, or natural ore deposit within 
  100 miles of it.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Acid Glob (Recharge 5-6). The muncher lobs a glob of acid 
  at a point it can see within 60 feet. Each creature within a 
  5-foot radius of that point must make a DC 13 Dexterity 
  saving throw, taking 10 (3d6) acid damage on a failed save, 
  or half as much damage on a successful one.
  
  dark matter
  10
  Graphids
  Monster
  The monstrous inhabitants of most asteroid belts, graphids 
  appear to be something between insectoid monsters and 
  reptilian beasts. Products of their harsh, rocky environment, 
  graphids are blind, but keenly perceptive of vibrations, and 
  capable of clinging to any surface. No creature is better at 
  navigating the rocky, nearly weightless surface of an asteroid 
  or micro-planetoid, and few can survive an entire swarm of 
  agitated graphids on the move.
   
  Industrious space kobolds have tamed entire hives of 
  graphids for their use, as the creatures make ideal mounts 
  as beasts of burden for the unique trials of low-gravity life. 
  In conjunction with a kobold’s lithe stature, the two make a 
  deadly combination: graphid mounts are fiercely defensive, 
  and riding kobolds strike with an uncommon ferocity.
  Graphid
  Medium monstrosity, unaligned
  Armor Class
  Armor Class 13 (natural armor)
  Hit Points
  Hit Points 22 (4d8 + 4)
  Speed
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  STR
  STR
  14 (+2)
  DEX
  DEX
  8 (–1)
  CON
  CON
  13 (+1)
  INT
  INT
  3 (–4)
  WIS
  WIS
  11 (+0)
  CHA
  CHA
  10 (+0)
  Senses
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 10
  Damage Resistances
  Damage Resistances cold
  Languages
  Languages —
  Challenge
  Challenge 1/4 (50 XP)
  Swarm Tactics. The graphid has resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical weapons if 
  at least one of the graphid’s allies is within 5 feet of it and 
  the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  
  11
  magehandpress
  Space Kobolds
  Monster
  Asteroid-dwellers and starship scavengers, kobolds are a 
  constant threat whenever a ship ventures into an unknown 
  asteroid field. Space kobolds establish their warrens within 
  dense asteroid fields, which slow exploring ships to a 
  crawl—easy prey for their electrified harpoon guns and 
  lingering traps. Once a ship or great spaceborne creature 
  is immobilized, a force of kobolds springs into action, 
  dismantling it with old-fashioned tools and a force of 
  graphids, a race of asteroid-dwelling beasts tamed by the 
  kobolds for their brute strength and superior low-gravity 
  maneuverability.
   
  It’s also possible to find warrens of space kobolds 
  situated around an eternal dragon’s hoard planetoid or 
  enthralled to a god-aboleth. Any creature of sufficient size 
  makes an ideal ally for the weak but canny space kobolds, 
  who value survival in the harsh ‘verse above all else, and 
  know that their small stature and outdated technology will 
  do little to dampen the efforts of larger factions or hungry 
  spacesharks.
  Space Kobold
  Small humanoid (kobold), neutral evil
  Armor Class
  Armor Class 12
  Hit Points
  Hit Points 5 (2d6 – 2)
  Speed
  Speed 30 ft., fly 30 ft.
  STR
  STR
  6 (–2)
  DEX
  DEX
  15 (+2)
  CON
  CON
  9 (–1)
  INT
  INT
  12 (+1)
  WIS
  WIS
  7 (–2)
  CHA
  CHA
  8 (–1)
  Skills
  Skills Technology +3
  Senses
  Senses darkvision 60 ft., passive Perception 8
  Languages
  Languages Common, Draconic
  Challenge
  Challenge 1/8 (25 XP)
  Jetpack. The kobold is equipped with a jetpack and a life suit, 
  which gives it a flying speed and allows it to operate in the 
  vacuum of space with ill effect.
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold's allies is 
  within 5 ft. of the creature and the ally isn't incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Composite Spear. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Harpoon Gun. Ranged Weapon Attack: +4 to hit, range 
  30/90 ft., one target. Hit: 7 (2d4) piercing damage.
  Credits
  Writer
  Writer Michael Holik
  Interior Illustrations 
  Interior Illustrations Lucas Ferreira CM, Agustín 
  Marceillac, Martin Kirby
  Additional Art
  Additional Art Matt Pegoraro 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dark Matter/Encyclopedia Multiplanaria.pdf