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Onaryx

One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. Onaryx were among the earliest of the evil races to ally themselves with Hegemony against the Bellianic Accord. Fortunately, their constant warfare (even among their peers) has caused both the waxing and waning of their empires over the past millennia, thus preventing them ever posing a unified threat. Arrogantly, many onaryx think of themselves as superior to other races of the Hegemony, including the Ultar, whom they currently serve beneath. Secretly, a handful of the most powerful onaryx elders actively hatch independent plans for overtaking the Hegemony and bending its power to their own designs.

Onaryx have become an extremely diverse race, and a good many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed, extending a from its raised ankle. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green, to ocher and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ocher color rimed with umber. Depending on age, they stand between 6 to 18 feet.

Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years. They speak their own language, as well as Ultari, the official language of the Hegemony.

Age Categories

As an onaryx ages, it undergoes a slow metamorphosis. As a result, many of an onaryx’s abilities change as an onaryx grows older. These increases are divided into 5 age categories—as an onaryx ages, its statistics change as noted on Table: Onaryx Age Categories.

Table: onaryx aGe CateGorieS

Age Category Age in Years CR Size Fly Speed Sonic Cry Range and Number
Mature 15 3 Medium 90 ft. (Ex, perfect) 60 ft. (1)
Ravager 16–25 4 Medium 90 ft. (Ex, perfect) 60 ft. (2)
Dread 26–75 6 Large 120 ft. (Ex, perfect) 90 ft. (3)
Titan 76–125 8 Large 120 ft. (Ex, perfect) 90 ft. (4)
Elder 126–250 11 Huge 150 ft. (Ex, average) 120 ft. (5)

Onaryx Cries

An onaryx can choose from the following choices for its sonic cry, depending on its age category.

Mature Cries

Any onaryx can select the following cries.

  • Nauseating: The onaryx’s sonic cry disturbs the equilibrium of living creatures it strikes, causing the target to become nauseated for 1 round (Fortitude negates).
  • Shattering: The high-pitched frequencies of this sonic cry affect a single solid object, or all fragile objects or objects made of crystal, glass, or similar material in a 10-foot-radius burst (Fortitude negates). This ability does not harm magical objects.
  • Terrifying: The onaryx’s sonic cry strikes terror into its victim, causing it to become frightened for a number of rounds equal to the onaryx’s CR; a successful Will save reduces this effect to shaken for 1 round.
  • Sonic Thrust: The sonic cry creates a dense pulse of sound that knocks the target prone (Reflex negates) and deals 1d6 points of nonlethal sonic damage, +2 points per CR of the onaryx.

Ravager Cries

The following cries can be selected by a ravager or older onaryx.

  • Disorienting: Targets struck by this subsonic cry become dizzy and disoriented for 1 round, losing all sense of direction (Fortitude negates). An affected target treats all creatures as if they had concealment, and whenever it attempts to move there is a 50% chance each time it leaves a square that it moves in a random direction rather than its intended direction. A target that remains stationary on its turn has a 50% chance of falling prone at the end of its turn.
  • Echolocate: Using this ability, the onaryx sends forth sonic frequencies that bounce of its surroundings, allowing it to perceive creatures and within the area of its cry as if it had blindsight (vibration) to the range of its sonic cry until the end of its turn, and blindsense (vibration) to the range of its sonic cry for 1d4 rounds thereafter.
  • Maddening: The onaryx’s sonic cry completely disrupts thought patterns, causing the target to become confused for a number of rounds equal to one-half the onaryx’s CR (Will negates).
  • Sickening: The onaryx’s sonic cry causes the target to become sickened for a number of rounds equal to its CR (Fortitude negates).

Dread Cries

The following cries can be selected by a dread or older onaryx.

  • Deafening: This wave of sonic energy deafens targets within the area for 1 hour (Will negates).
  • Stunning: This cry allows the onaryx to bludgeon an opponent’s nervous system. The targeted creature is stunned for 1d4 rounds (Fortitude negates).
  • Sonic Bludgeon: Creatures struck by this sonic cry are brutally bludgeoned. The target is pushed backwards 10 feet and knocked prone (Reflex negates both effects) and takes 4d6 points of nonlethal sonic damage, +2 points per CR of the onaryx.

Titan Cries

The following cries can be selected by a titan or older onaryx.

  • Concussive: The onaryx screeches out a concussive hypersonic blast that causes the target’s conscious mind to shut down, dazing the target for 1d4 rounds (Will negates) and dealing 5d6 points of nonlethal sonic damage, +2 points per CR of the onaryx.
  • Crippling: This wave of destructive sonic energy is a line-shaped effect and not a ray. The sonic cry disrupts tissue, deadens reflexes, and shatters bone, dealing 1d4 points of Strength or Dexterity damage (as chosen by the onaryx each time it uses this sonic cry) to all creatures in the area (Fortitude negates).
  • Stupefying: This wave of transonic signals disrupts the target’s rational capacity for thought, causing it to take a -4 penalty to its Intelligence, Wisdom, or Charisma (as chosen by the onaryx each time it uses this sonic cry) for one hour (Will negates). This penalty does not stack, but a creature failing its save against an effect that would reduce while already taking a penalty to one of these ability scores instead takes the same penalty to a different, unimpaired mental ability score chosen randomly.

Elder Cries

The following cries can be selected only by an elder onaryx.

  • Discorporate: This sonic cry must be focused on a single creature or an object of up to a 10-foot cube. This hypersonic shriek causes the matter and substance of the target to unravel and collapse, as the disintegrate spell (Fortitude partial), using the onaryx’s CR+3 as its caster level.
  • Mindshatter: Eldritch tones dissolve thought and memory. The target takes 1d4 points of Intelligence damage and gains 1 temporary negative level (Will save halves this Intelligence damage and negates the negative level). The negative level disappears after 1 hour, but negative levels stack. In addition, a creature failing its saving throw against this cry forgets everything that happened within the previous hour. This does not negate charm or compulsion spell effects, but it does cause the target to forget specific instructions it was given within that time. If reminded of a suggestion or similar order it was given previously, it resumes following that order (though the order cannot be changed).
  • Paralysis: A powerful vibration overrides the target’s central nervous system. The target takes 1d4 points of Constitution damage and is paralyzed for 1d4+1 rounds; a successful Fortitude save halves this Constitution damage and negates paralysis.

Onaryx Racial Traits

All onaryx, regardless of age, share the following special abilities.

Battle-tech trained (Ex)

Onaryx are trained from birth in the use of all manner of weaponry and armor, and as a result are automatically proficient with advanced and basic weapons, and with heavy weapons and sniper weapons as well.

Fast Healing (Su)

An onaryx has fast healing equal to ½ its racial hit dice.

Flyby Rake (Ex)

Onaryx are skilled at swooping down on opponents and using their claws to rake them to shreds as they fly past. Whenever they are at least 30 feet from a target, they can attempt an opposed Fly skill check against their intended target’s Reflex save. If the creature succeeds, the opponent loses its ability to take any attacks of opportunity against the onaryx during the flyby. Furthermore, any critical threats dealt to the target are automatically confirmed.

Onaryx Senses (Ex)

Onaryx have darkvision 60 ft. and blindsense 90 ft. They see four times as well as a human in dim light and twice as well in normal light.

Wing Jumper: Deft at using their wings to propel themselves, onaryx gain a +4 racial bonus on Acrobatics checks to jump and take no armor check penalty on Acrobatics checks made to jump, whether from wearing armor or carrying a medium or heavy load.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.