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 forces both as rank-and-file soldiers as well as commanding officers and even generals. 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.

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, attacks, and other statistics change as an onaryx grows older. These increases are divided into 5 age categories—as a onaryx ages, its base statistics change as noted on Table: Onaryx Age Categories.

Table: Onaryx Age Categories
Age Category Age in Years CR Size Hit Dice Natural Armor Sonic Cry
Mature 15 Base Base Base Base Base +1
Ravager 16–50 Base + 1 Base Base + 3 Base Base + 2
Dread 26–75 Base + 3 Base + 1 Base + 5 Base + 2 Base + 4
Titan 76–125 Base + 5 Base + 1 Base + 8 Base + 5 Base + 6
Elder 126–250 Base + 7 Base + 2 Base + 11 Base + 8 Base + 8
Table: Onaryx Ability Scores
Age Category Str Dex Con Int Wis Cha
Mature Base Base Base Base Base Base
Ravager Base + 2 Base Base Base Base Base
Dread Base + 4 Base Base + 2 Base Base Base + 2
Titan Base + 8 Base –2 Base + 4 Base Base + 2 Base + 2
Elder Base + 12 Base –2 Base + 6 Base + 2 Base + 2 Base + 4
Table: Onaryx Attacks and Speeds
Size Fly Speed (maneuverability)2 Claws Sonic Cry
Medium 90 ft. (good) 1d6 60 feet
Large 120 ft. (good) 1d8 90 feet
Huge 150 ft. (average) 2d6 120 feet

Age Category: The age category’s name.

Age in Years: The onaryx’s actual age.

CR: This column modifies the onaryx’s base CR.

Size: This shows how many size categories by which to increase the onaryx’s base size, depending on its age (from Medium to Large and from Large to Huge). An onaryx does not gain the standard increases to ability scores when it achieves a larger size—instead, an onaryx gains ability score increases according to its age category, as indicated on the Onaryx Ability Scores table.

Hit Dice: This shows how many additional Hit Dice an onaryx gains over its base Hit Dice as it grows. Increases to Hit Dice grant extra hit points, feats, and skill ranks as well as increase the onaryx’s base attack bonus and base save bonuses. An onaryx has skill ranks equal to 6 + its Intelligence modifier per Hit Die. An onaryx’s increases to ability scores for gaining Hit Dice are included in the total ability score increases (see Table: Onaryx Ability Scores).

Natural Armor: This shows by what amount the onaryx’s base natural armor bonus increases with each age category.

Combat: Table: Onaryx Attacks and Speeds lists the attacks an onaryx can employ and the damage it deals. It also lists the distance of an onaryx’s sonic cry. Additional sonic cries described below are gained as the onaryx’s reaches a specific age categories.

Fly Speed: An onaryx’s fly speed increases as indicated, according to its size.

Claws: These primary attacks deal the indicated damage plus the onaryx’s Strength bonus.

Special Abilities All onaryx, regardless of age, share the following special abilities:

Battle-tech trained (Ex)

Onaryx are trained from birth in the use of high tech weaponry and armor, and as a result are automatically proficient with martial weapons as well as modern firearms, tech-based martial weapons, and explosives (including arc guns, atom rifles, EMP guns, gravity guns, Id guns, laser guns, null blades, monowhips, paralytic needlers, plasma guns, plasma javelins, sonic guns, stun guns, vortex guns, x-lasers, and zero guns; see Technological Weapons for further details on such weapons).

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.

Additionally, onaryx gain the following special ability that improves as it ages.

Sonic Cry (Ex)

An onaryx is capable of using its unique vocal structures to produce potent sonic effects. The sonic cry produces a ray-like wave of sonic energy that varies in form and intensity depending on the onaryx’s age category.

Using a sonic cry is a standard action. An onaryx can use its sonic cry once every 1d4 rounds. A sonic cry always starts at an intersection adjacent to the onaryx and extends in a direction of the onaryx’s choice. The save DC against a sonic cry is 10 + 1/2 onaryx’s HD + onaryx’s Constitution modifier, though the type of save required depends on the type of cry it uses, as noted in the descriptions of each cry below.

A mature onaryx knows only a single sonic cry; however, it gains additional cries as it increases in age. Once a cry is selected, it cannot be changed. When gaining a new cry, the onaryx is free to choose from any group of cries, provided it meets the minimum age requirements for that sonic cry.

Alternately, an onaryx with class levels can learn any of the cries below in place of a feat that it would normally gain, provided it meets the minimum age level for learning the sonic cry. It cannot exchange feats that must be chosen from a specific list, such as a wizard’s item creation or metamagic bonus feats or a fighter’s bonus combat feats.


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

Nauseating (Ex)

The onaryx’s sonic cry disturbs the equilibrium of living creatures it strikes causing the target to become nauseated for 1 round (Fort negates).

Shattering (Ex)

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, as a shatter spell (Fort negates), using the onaryx’s HD as its caster level.

Terrifying (Ex)

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 HD; a successful Will save reduces this effect to shaken for 1 round.

Sonic Thrust (Ex)

The sonic cry creates a dense pulse of sound that knocks the target prone (Reflex negates) and deals 1d6 points of nonlethal sonic damage, +1 point per HD of the onaryx.


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

Disorienting (Ex)

Targets struck by this subsonic cry become dizzy and disoriented for 1 round, losing all sense of direction (Fort negates). They treat all creatures as if they had concealment, and whenever they attempt to move there is a 50% chance each time they leave a square that they move in a random direction rather than their intended direction. If they remain stationary for the entire round, there is a 50% chance they fall prone at the end of their turn.

Echolocate (Ex)

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 until the end of its turn, and as if it had blindsense for an additional 1d4 rounds thereafter.

This sensory effect persists within the area of the cry and does not follow creatures that leave that area.

Maddening (Ex)

The onaryx’s sonic cry completely disrupts creatures’ thought patterns, causing them to become confused (as confusion) for a number of rounds equal to one-half the onaryx’s HD (Will negates).

Sickening (Ex)

The onaryx’s sonic cry causes targets to become sickened for a number of rounds equal to its HD (Fort negates).


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

Deafening (Ex)

This wave of sonic energy deafens targets within the area for 1 hour (Will negates).

Stunning (Ex)

This cry allows the onaryx to bludgeon an opponent’s nervous system. If the targeted creature fails a Fortitude save, it becomes stunned for the next 1d4 rounds.

Sonic Bludgeon (Ex)

Creatures struck by this sonic cry are brutally bludgeoned, being pushed backwards 10 feet and knocked prone (Reflex negates) and taking 4d6 points of nonlethal sonic damage, +1 point per HD of the onaryx.


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

Concussive (Ex)

The onaryx screeches out a concussive hypersonic blast that causes creatures’ conscious minds to shut down, dazing them for 1d4 rounds (Will negates) and dealing 5d6 points of nonlethal sonic damage, +1 point per HD of the onaryx.

Crippling (Ex)

This wave of destructive sonic energy disrupts tissue, deadens reflexes, and shatters bone, dealing 1d4 points of Strength or Dexterity damage (as chosen by the onaryx) to all creatures in the area (Fort negates).

Stupefying (Ex)

This wave of transonic signals disrupts targets’ rational capacity for thought, causing them to take a -4 penalty to their Intelligence, Wisdom, or Charisma score (as chosen by the onaryx) for one hour (Will negates).

This penalty does not stack with multiple failed saves, but a creature failing its save while already taking a penalty to one of these ability scores instead takes the same penalty to a different mental ability score chosen randomly.


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

Discorporate (Ex)

This sonic cry must be focused on a single creature or an object of up to a 10-foot cube within range of the onaryx’s cry. This hypersonic shriek causes the matter and substance of the target to unravel and collapse, as a disintegrate spell (Fortitude partial), using the onaryx’s HD as its caster level.

Mindshatter (Ex)

This sonic cry must be focused on a single creature, as its eldritch tones dissolve thought and memory. The target takes 1d4 points of Intelligence damage and gains 1 temporary negative level; a successful Will save halves this Intelligence damage and negates the negative level. The negative level disappears after 1 hour, but negative levels stack and if the target gains a number of negative levels equal to its HD, it dies. 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 geas, suggestion, or similar order it was given previously, it resumes following that order (though the order cannot be changed).

Paralysis (Ex)

This sonic cry must be focused on a single creature, sending a powerful vibration that overrides its 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.

Section 15: Copyright Notice

Alien Codex © 2018, 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.

scroll to top