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Fraal (Gray, The Visitors), the Mindweavers of the Void

Fraal (Gray, The Visitors), the Mindweavers of the Void
Create

The Fraal stand roughly 4 feet tall with slender, fragile frames covered in smooth, grayish skin. Their disproportionately large, bulbous heads house vast brains beneath a hairless, wrinkle-free scalp. Pitch-black, almond-shaped eyes dominate their narrow faces, lacking visible pupils but radiating an eerie intelligence. Thin, elongated limbs end in delicate fingers, often seen manipulating intricate devices or emitting subtle psionic energies.


Behavior:
They exhibit a calm, calculating demeanor, communicating primarily through telepathy or soft vocalizations. They are intensely curious but cautious, preferring observation and study over direct confrontation. Despite their small size, they possess formidable psionic powers, which they use defensively or to manipulate environments and technology. They rarely engage in physical combat, relying instead on intellect and subtle influence.


Habitat:
Originating from a hidden, technologically advanced homeworld cloaked in nebulae, Fraal are now mostly found aboard sleek starships or concealed bases scattered across interstellar space. Their presence on planets is typically brief and secretive, limited to research missions or covert exploration.


Modus Operandi:
Fraal operate in small, specialized teams focused on scientific inquiry and intelligence gathering. They employ advanced stealth technology, psychic cloaking, and remote probes to observe without detection. When interaction with other species is necessary, Fraal prefer diplomacy or subtle manipulation over aggression, often extracting information via psionic means rather than force.


Motivation:
Driven by an insatiable quest for knowledge and survival, the Fraal seek to understand the universe’s mysteries, expand their technological mastery, and protect their species from existential threats. Their detached logic sometimes leads them to make cold decisions, viewing other sentient beings as variables in their grand research, rather than equals.


  • Fraal 5e
  • Gray 5E
  • FRAAL (Visitor)
Fraal (Gray, The Visitors), the Mindweavers of the Void
Create

Medium humanoid (alien), lawful neutral


Armor Class: 15 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 30 ft.

STRDEXCONINTWISCHA
10 (+0)16 (+3)18 (+4)20 (+5)15 (+2)14 (+2)

Saving Throws: Int +9, Wis +6
Skills: Arcana +9, Insight +6, Perception +6, Stealth +7
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed
Senses: Darkvision 120 ft., passive Perception 16
Languages: Telepathy 120 ft., Common, Alien Tongue
Challenge: 7 (2,900 XP)


Traits

Psionic Resilience.
The Fraal has advantage on saving throws against being charmed or frightened.

Telepathic Link.
The Fraal can communicate telepathically with any creature within 120 feet that understands at least one language.

Innate Psionics (Recharge 5–6).
The Fraal can innately cast the following spells, requiring no material components:

  • At will: detect thoughts, mage hand
  • 3/day each: hold person (DC 16 Wisdom saving throw), Mind Lance (see below)
  • 1/day: dominate person (DC 16 Wisdom saving throw)

Actions

Multiattack.
The Fraal makes two Psychic Touch attacks.

Psychic Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be stunned until the end of the Fraal’s next turn.

Mind Lance (Psionic Spell).
Ranged Spell Attack: +9 to hit, range 60 ft., one target.
Hit: 27 (6d8) psychic damage, and the target is pushed 10 feet away. The target can make a DC 16 Intelligence saving throw for half damage and no push.


Reactions

Psionic Shield.
When the Fraal is hit by an attack, it can use its reaction to add +5 to its AC against that attack, potentially causing it to miss.


Tactics

Fraal open combat by using hold person or Mind Lance to incapacitate or control key foes. They rely on telepathic communication to coordinate with allies, manipulating the battlefield through psychic powers and subtle environmental control via mage hand. In danger, they employ Psionic Shield to evade attacks and reserve dominate person as a last resort to turn enemies against each other. Physical attacks are a last resort, used to stun or disable rather than kill.


Lore

Fraal are enigmatic psionic explorers from the distant reaches of space, their motivations inscrutable and their intellect vast. Masters of mind and machine, they seek knowledge and survival above all else, treating other beings as variables in their grand experiments. Their appearance portends mystery—and a challenge for any who cross their path.

Mind Lance

1st-level psionic evocation (Innate Spell, Fraal only)
Casting Time: 1 action
Range: 60 feet
Components:
Duration: Instantaneous

You unleash a focused beam of raw psychic energy at a creature you can see within range. The target must make an Intelligence saving throw (DC 16). On a failed save, the target takes 6d8 psychic damage and is pushed 10 feet directly away from you. On a successful save, the target takes half damage and is not pushed.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Adventure Hook: The Silent Visitors

Strange reports of missing researchers and flickering lights in the outer colonies have unsettled the local authorities. Survivors speak of small, gray beings with vast black eyes who communicate without words and leave no trace but a lingering sense of dread. Known only as the Fraal, these visitors are said to be conducting mysterious experiments far beyond mortal understanding.

Your party is hired to investigate the disappearance of a scientific expedition on a remote research station orbiting a nebula cloud. Upon arrival, the team discovers signs of advanced technology and residual psionic energy, but no direct evidence of the Fraal—only cryptic logs hinting at a greater cosmic threat the Fraal might be studying… or preparing for.

Will you uncover the Fraal’s true purpose before your minds become their next experiment?

Fraal (Gray, The Visitors), the Mindweavers of the Void
Create

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 (Gray, The Visitors), the Mindweavers of the Void
Create

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.

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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