Huge Construct, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft., burrow 10 ft.
STR
22 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +6
Damage Immunities Cold, Fire, Force, Necrotic, Poison, Radiant
Condition Immunities Blinded, Charmed, Frightened, Petrified, Poisoned
Senses Blindsight 240 ft. (blind beyond this radius), Passive Perception 16
Languages understands Common and Undercommon but doesn’t speak, telepathy 60 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The voider’s innate spellcasting ability is Constitution (spell save DC 18). It can innately cast the following spells, requiring no material components:

3/day: counterspell (see “Reactions” below), dispel magic, true seeing

Petrified Death. A voider reduced to 0 hit points turns into a lifeless stone statue. Anything it’s wearing or carrying is not transformed.

False Appearance. While the voider remains motionless, it is indistinguishable from a normal statue.

Sense Magic. The voider senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.

Tunneler. The voider can burrow through anything using the sphere of annihilation on his head.

Unusual Nature. The tomb tapper doesn’t require air or sleep.

Actions

Multiattack. The voider makes two melee attacks with its Entropy or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a void attack against it.

Void. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d10) Force damage. This attack ignores magical wards such as shield and shield of faith.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Entropy. Melee or Ranged Weapon Attack: +10 to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) cold or force damage (Voider’s choice).

Reactions

Counterspell. The voider attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Constuition check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Description

The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.

The Netherese sent the thaluud into the Underdark to exterminate their enemies, most notably the magic-devouring, funnel-shaped creatures known as phaerimm. Other creatures targeted by the thaluud include mind flayers, derro, drow, and duergar. Tomb tappers communicate with one another by means of a humming sound created by skin vibrations.

Seekers of Magic. Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter.

Magic is sacred to tomb tappers. They don’t use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them.

Rock2562

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