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Fraal (Gray, The Visitors)

Fraal
Artistic depiction of a Grey Alien. Drawing made by user LeCire for its use on Wikipedia, pencil technique with digital painting.

Also known simply as’the visitors’, fraal are a race of mentally-gifted humanoids from planet nine. However all the fraal will divulge is that they came to Earth in a vessel that crashed, and now they are stranded. They may say they are from another plane of existence, the depths of space, or some place even stranger.No more than about 1,000 fraal are known to exist on Earth at this time.

Fraal resemble wizened humans with oversized craniums, huge black eyes, and spindly limbs. They stand around five feet tall, with women slightly taller than men. Most fraal are completely bald, but a few men have wispy white or silver hair. Male fraal commonly eschew clothing, but wear simple tunics in the company of other races; female fraal wear flowing dresses or togas and elaborate headdresses that cover their faces. Aside from the slight size difference and mode of dress, there is little outward difference between men and women.

As a rule, fraal are passive and avoid violence, taking up arms only to defend themselves, and then only reluctantly. They prefer to spend their lives in quiet meditation, developing their mental powers and seeking a way to return to their place of origin. Women are outnumbered three to one, and are usually found in leadership positions. Fraal are an atheistic people; their religion, if it can be called that, is focused on unlocking one’s inner potential, and the concept of gods is foreign to them. Fraal have a lifespan similar to elves, living several hundred years.

Fraal only appeared on Earth one century ago. They have been seeking a way home ever since, but some of the fraal who were born on this world have grown fond of their new home. They are intrigued by the extraterrestrial ruins of South America, which they believe may provide a way back home. When dealing with other races, fraal seek first to avoid them, make peace with them if that fails, and fight them only as a last resort. The sole exception is the anunnaki, whom the fraal despise for reasons they will not speak of.


Gray

Kain’s 5e Monstrous Manual – Page 16 – Dicefreaks

Small aberration, neutral evil
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Armor Class 13
Hit Points 33 (6d6 + 12)
Speed 20 ft.
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STR 9 (-2) DEX 16 (+3) CON 15 (+2) INT 18 (+4) WIS 14 (+2) CHA 17 (+3)
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Saves Int +6, Wis +4
Skills Insight +4, Medicine +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages telepathy 100 ft.
Treasure probing tools
Challenge 3 (700 XP)
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Blink The gray is constantly under the effects of the blink spell. It can suppress this effect when not in combat.

Phasing Movement. A gray can move through objects (but not creatures) as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Probing Telepathy: If a creature communicates telepathically with the gray, the gray learns the creature’s most recent thoughts and experiences if the gray is touching the creature. The gray learns roughly one day’s experiences for each minute it maintains contact. An unwilling creature must succeed on a Wisdom saving throw DC 13 to resist the probe for one minute.

ACTIONS
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Sensory Overload. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 3) psychic damage. A creature taking psychic damage from the gray must make a Wisdom saving throw (DC 13) or be stunned for 1d4 rounds.

Paralysis Ray. (Recharge 5-6) Ranged Weapon Attack: +5 to hit, range 100 ft., one target. Hit: 4 (1d8 + 3) necrotic damage. A creature taking necrotic damage from the ray must make a Constitution saving throw (DC 13) or be paralyzed for 1d4 rounds.

Sleep Ray. (Recharge 6) 7d8 hit points of creatures within a 20 ft. burst fall asleep identical to the sleep spell.

FRAAL (Visitor)

Originally posted on THE CREATURE CHRONICLE
FRAAL (Visitor)
CR: 1 XP: 400
LN Medium humanoid (fraal)
Init: +0; Senses: Perception +6
 
AC: 13, touch 10, flat-footed 13 (+3 armor)

hp: 13 (3 HD)

Fort +0, Ref +1, Will +5
 
Speed: 30 ft.

Melee: Glaive +1 (1d10/x3)

Space: 5 ft.; Reach: 5 ft. (10 ft. with glaive)

Spell-Like Abilities (CL 2nd, concentration +4): At will – Mindlink

3/day – Suggestion (DC 14)

Spells Prepared (CL 2nd, concentration +5):1st – Charm person (DC 14), magic missile, sleep (DC 14)

0 (at will) – Dancing lights, daze (DC 13), detect magic, light
 
Strength 9, Dexterity 10, Constitution 9, Intelligence 17, Wisdom 14, Charisma 14

Base Atk: +2; CMB: +1; CMD: 11

Feats: Alertness, Toughness

Skills: Craft (any one) +9, Heal +8, Knowledge (arcana) +6, Perception +7, Sense Motive +4, Stealth +3

Languages: Aklo, Common, Elven, Fraal
 
Environment: Any land

Organization: Solitary or party (2-12)

Treasure: NPC gear (studded leather armor, spellbook)
 
Mindlink (Sp): As a standard action, a fraal can create a permanent mental bond with one other willing creature that has an Intelligence score of 3 or higher. This bond lasts until the fraal forms a link with another creature.

Spells: Fraal cast arcane spells as 2nd-level wizards. They do not gain access to an arcane school or other wizard abilities.

FRAAL TECHNOLOGY

The fraal use highly advanced technology similar to that found in the long-forgotten ruins. The most common is the firerod, which functions as a wand of scorching ray. They have only a limited amount of their technological devices and have lost the ability to make more, so they use them sparingly.

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