Medium Aberration, Neutral
Armor Class 20 Void Flesh
Hit Points 20 (2d10)
Speed 60 ft., The Void Zealot is not hindered by rough terrain, and it can pass through others.
STR
15 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
25 (+7)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +6, INT +11, WIS +9
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Necrotic, Poison
Senses Passive Perception 20
Languages Klis'adno (Can understand all languages, but not speak them.)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Ethereal Form. The Void Zealot can manipulate its form to fit into any small cracks or openings.

Shadow Step. The Void Zealot can enter and travel through shadows. 

Spellcasting. The Void Zealot is a 1st level spellcaster. Its spellcasting ability is Intelligence. The Void Zealot can cast the following spells:
Cantrips (at will): Void Bolt
1st level (5 slots): Touch of Fear

Actions

Tentacle Arm. Melee Weapon Attack: +10 to hit, reach 25 ft., 1 target. Hit: 10 (1d8 + 4) bludgeoning damage. Target must make a Wisdom saving throw, or be frightened by the Void Zealot.

Bonus Actions

The Void Zealot can cast Void Bolt at the end of its turn if it took the Dash action during it. In addition, the Void Zealot can take the dash action after casting Void Bolt during its turn.

Reactions

Deathly Visage. If targeted in melee range (within 5 ft), the Void Zealot can cast Touch of Fear on the attacker without using a spell slot.

Description

A being not of this plane. The Void Zealot, or Klise in its native tongue, is a vaguely humanoid being composed entirely of writhing black tentacles. These creatures serve one only known as the Vray'dii, or Void Lord. Their plane of origin, the Void, is entirely unknown; those who have been taken there return not as they once were. 

Monster Tags: abberationhumanoid

Nevronos_Revask

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