Medium Aberration, Lawful Evil
Armor Class 15
Hit Points 36 (5d8 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
9 (-1)
WIS
12 (+1)
CHA
7 (-2)
Condition Immunities Blinded, Frightened, Prone, Restrained
Senses Blindsight 60ft, Passive Perception 16
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

From Nothingness. The voidmaw cannot be effected by any spell or other magical effect citing the void as its source. It does not breathe. If within 50ft of an Oblividith it heals a Oblividith 1/4 of the damage it causes.

Magic Resistance. The voidmaw has advantage on all spells or other magical saving throws.

Innate Spellcasting (Psionics). The Voidmaw uses Intelligence as its spellcasting ability (spell save DC 15). It can innately cast the following spells using no components.

4/Day Absorb Elements, Arms of Hadar, Detect Thoughts

2/day Silence

1/day Hunger of Hadar

Actions

Toothy Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (1d8 + 7) [pirecing] damage. On a successful hit the target is grappled. Only 1 target may be grappled at a time and making another Toothy Maw attack frees the grappled creature. Using an action to break free (successful Str DC15) will free a grappled creature.

Tentacle. Melee Weapon Attack: +5 to hit, range 15 ft., 1 target. Hit: 6 (1d6 + 3) [bludgeoning] damage. On a successful hit the target is grappled. Using an action to break free (successful Str DC12) will free a grappled creature.

Wraithlink

Comments

Posts Quoted:
Reply
Clear All Quotes