Huge Aberration, Chaotic Neutral
Armor Class 21 Natural Armor
Hit Points 210 (20d12 + 190)
Speed 25 ft., Fly 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
25 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +12, CON +13, INT +10
Skills Athletics +13, Intimidation +10, Persuasion +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force
Condition Immunities Charmed, Frightened
Senses Darkvision 300 ft., Truesight, Passive Perception 18
Languages Abyssal, Common, Primordial, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Call of the Void. If the mauler dies, its body is destroyed in a blast of dark energy. Any creature within 10 feet of it when this happens must make a DC 20 STR Save or take 20 (4d10) force damage and is knocked back 10 feet, landing prone.

Siege monster. The mauler deals double damage to objects and structures. 

Otherworldly. The mauler is immune to effects that would change its movement speed, including magical difficult terrain, and cannot be affected by changes in gravity. 

Alien Eye. The mauler has a third eye that is larger than its other two on its forehead, allowing it to automatically succeed on checks to perceive illusions or other distortion effects. The eye is a weak point for the mauler, and attacking it specifically is made with disadvantage, but deals double damage. This weakness in only exploitable via piercing damage. 

Innate Spellcasting. The mauler's spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The mauler can innately cast the following spells, requiring no material components. 

At will: zephyr strike, chaos bolt, command

3/day: eyebite, magic missile (5th level)

1/day: negative energy flood

Magic Weapons. The mauler's attacks are considered magical.

Magic Resistance. The mauler has advantage on saves against spells and magic based effects. 

Legendary Resistance (3/day). If the mauler fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The mauler makes 2 rend attacks. 

Rend. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d12 + 6) slashing damage and 5 (1d10) force damage, and the target must make a DC 20 STR Save or is knocked prone

Corrupt (Recharge 6). The mauler attempts to control or destroy the minds of nearby creatures. Up to 5 creatures within 30 ft. of the mauler of its choice must make a DC 20 CHA save or take 24 (4d12) psychic damage and is charmed by it for 1 hour. While a creature is charmed in this way, it is under the complete control of the mauler, and must use its turns to carry out the mauler's will, including attacking the creature's allies. On a success, a creature takes half damage and is not charmed. An affected creature can repeat the save on the end of each of its turns, ending the effect on a success. 

Legendary Actions

The Void Mauler has 3 legendary actions it can choose from the options below. Each action can only be used after another creatures turn, and all actions are regained at the start of each of the maulers turns. 

Rend. The mauler makes a rend attack.

Spell Attack. The mauler casts a spell. 

Abduct (costs 2 actions). The mauler makes a rend attack. If the attack hits, the creature is grappled (escape DC 19) instead of making a save against being knocked prone.

Destructive Charge (costs 3 actions). The mauler roars, then charges forward 50 feet. Any creature that the mauler crosses with must make a DC 20 DEX Save or it takes (4d12+) bludgeoning damage and 10 (2d10) force damage, and it is knocked prone. Any object or structure the mauler moves through is immediately destroyed. 

Description

This hulking behemoth travels the reaches of the Astral Plane and even space to find thralls and prey. Void Maulers resemble gigantic insects bearing large claws that they can use to shred flesh, stone, metal, and anything else the mauler feels inclined to destroy. Rarely appearing on the material plane on their own volition, most seen by humanoids have been summoned in botched attempts to summon other creatures, dark summonings, or encounters by those who explore the Astral Plane. 

From the few who have survived run-ins with Void Maulers, the scariest part about them is not their powerful attacks or thick carapace, but their intelligence. Despite their bulk, these creatures are shockingly smart, and will use their raw strength to create advantages whenever possible, as well as even attempt to beguile their opponents into serving it before fighting them. 

Previous Versions

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