Agonizing Blast. When Void casts Eldritch Blast, it can add their Charisma modifier to the damage it deals on a hit.
Amphibious. Void can breathe in air and water.
Limited Magic Immunity. Unless Void wishes to be affected, Void is immune to spells of 3rd level or lower. They have advantage on saving throws against all other spells and magical effects.
Legendary Resistance (4/day). If Void fails a saving throw, they can choose to succeed it instead.
Magic Resistance. Void has advantage on saving throws against spells and other magical effects.
Spellcasting. Void is a 21st level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Void knows the following spells and can cast them requiring no material components.
Cantrips (At-Will): eldritch blast, shape water, thaumaturgy, chill touch
1st Level Spells (4 slots): cause fear, armor of agathys, shield
2nd Level Spells (3 slots): darkness, hold person, shatter, suggestion
3rd Level Spells (3 slots): counterspell, dispel magic, fear, wall of water
4th Level Spells (3 slots): banishment, evard's black tentacles, sickening radiance, watery sphere
5th Level Spells (3 slots): dream, hold monster, scrying
6th Level Spells (2 slots): disintegrate, flesh to stone
7th Level Spells (2 slots): finger of death, forcecage
8th Level Spells (2 slots): dominate monster, feeblemind, power word stun, tsunami
9th Level Spells (2 slots): meteor swarm, storm of vengeance, wish
Sunlight Sensitivity. Void has disadvantage on attack rolls and perception checks involving sight when Void, the target of its attack, or whatever it is trying to see is in direct sunlight.
Multiattack. Void can use his mind blast if it is recharged. He then makes a Sword of the Void attack and Psionic Tentacle attack, or a Psionic Slam attack and casts one spell that takes an action or bonus action to cast.
Sword of the Void. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 46 (8d8 + 10) slashing damage, and the target must succeed a DC 23 Constitution saving throw or have disadvantage on all Strength, Dexterity, and Constitution saving throws for 1 minute. A creature can repeat this saving throw again at the end of each of it's turning, ending the effect on a success.
Psionic Tentacle. Melee Weapon Attack: +15 to hit, reach 120 ft., one target. Hit: 35 (5d10 + 6) psychic damage and the target is grappled (escape DC 23). While the grapple persists, the target is also restrained. Void has 6 Psionic Tentacles that can be used to attack.
Psionic Slam. Any creature grappled by one of Void's Psionic Tentacle is raised 30 feet into the air and slammed into the ground for 35 (5d10+6) bludgeoning damage.
Eldritch Blast (Cantrip). Ranged Spell Attack: +17 to hit, range 120 ft., one creature. Hit:13 (1d10+8) force damage.
Mind Blast (Recharge 6). Void magically emits psychic energy in a 100-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 86 (12d12+6) psychic damage and be stunned until the end of Void's next turn.
Void can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Void regains spent legendary actions at the beginning of his turn.
Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 10) bludgeoning damage.
Recharge (Only usable once per round). Void can attempt to recharge its Mind Blast ability if it is currently uncharged.
Cantrip. Void casts a cantrip.
Spell (Costs 2 Actions). Void casts a spell.
Buffeting Wings (Costs 2 Actions). Every creature of large or smaller size within 30 feet of Void must succeed on a DC 27 Strength saving throw or be pushed 20 ft. away from him. Void can then move up to half its movement speed in any direction.
Description
A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind." Void is said to resemble an octopus, a dragon, and a human caricature, hundreds of meters tall, with webbed, human-looking arms and legs and a pair of rudimentary wings on its back. Its head is depicted as similar to the entirety of a gigantic octopus, with an unknown number of tentacles surrounding its supposed mouth.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Void takes a lair action to cause one of the following effects; Void can’t use the same effect two rounds in a row:
- A small tidal wave flows out from the center of Void. Any creatures without a swimming speed must succeed on a DC 25 Strength saving throw or be pushed 15 ft. from the origin point and be knocked prone.
- Lightning bolts strike down from the storm above targeting 3 creatures in the lair. Each creature and all creatures within 5ft of the target must make DC 25 Dexterity saving throw or take 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
- Nightmares invade the mind of enemies of Void. All creatures in the lair except aberrations must make a DC 25 Wisdom saving throw or have their mind racked with sorrow. Their movement speed becomes 0 until the end of their next turn as they wail uncontrollably.
- Void's voice speaks to the mind of all creature's in it's lair taunting, humiliating, or insulting them. The sound of Void's voice is enough to drive a creature mad. Each creature in the lair much make a DC 25 Charisma saving throw or suffer the effect of a Long-Term Madness.
Additionally, massive runes on the pillars Void's hands rest upon, light up. Roll 1d8 twice, record the numbers rolled, and consult the following table. Void has immunity all magical damage except Bludgeoning, Piercing, and Slashing and the two damage types associated with the dice roll. If Void rolls two of the same number, it is immune to all magical damage except Bludgeoning, Piercing, and Slashing.
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1 |
Acid |
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2 |
Cold |
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3 |
Fire |
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4 |
Force |
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5 |
Lightning |
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6 |
Poison |
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7 |
Radiant |
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8 |
Thunder |
Each of the runes can be individually dispelled for a time. If a creature casts dispel magic at 5th level or higher on a specific rune, they can dispel the effect of that rune for 1 hour. Alternatively, a creature can attempt to destroy a section of the pillar with a rune on it. Each rune has an AC of 20 with 100 hit points and can only be destroyed with magical bludgeoning damage or the disintegrate spell.
Regional Effects
The region containing Void’s lair is known as the City of R'yleh, which creates one or more of the following effects:
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The region of sea where R'yleh begins to emerge is tainted by the presence of the massive city, creating one or more of the following effects:
- Large storm clouds circle the point above the central tower for 1 mile.
- Water for 6 miles around R'yleh are especially rough, and smaller boats cannot get close for fear of capsizing.
- Creatures within 10 miles of R'yleh that are capable of dreaming are plagued with nightmares.
If Void is killed and R'yleh sinks back to the depths, the effects immediately end, and the creatures plagued with nightmares return to normal in 1d10 days.
If the Void dies, these effects fade over the course of 1d10 days.
Previous Versions
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8/5/2021 5:05:54 PM
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8/6/2021 8:54:19 PM
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8/7/2021 1:58:54 AM
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8/16/2021 6:13:38 AM
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8/17/2021 9:55:29 PM
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8/17/2021 10:22:35 PM
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22
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8/19/2021 3:12:05 AM
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8/19/2021 11:25:15 PM
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25
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