Amphibious. The void jelly can breathe air and water.
Bioluminescence. The void jelly's body sheds dim light in a 15 ft radius.
Limited Telepathy. The void jelly can magically transmit images and memory to any creature that it touches with its tentacles that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Share Knowledge. If more than one void jelly is present, the jellies can share their knowledge with each other. Any and all knowledge they wish to share can be transmitted across a bond made by linking their jelly-like physical forms over the course of a ten minute ritual. Once this process has been completed, so long as the creatures remain within approximately 100 miles of each other, this link can be sustained, and further information can be transmitted for up to a week's time. If the creatures ever leave this radius, if one creature dies, or if the bond is willingly severed, the transmission ends.
Innate Spellcasting. The void jelly's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts
3/day: dominate monster
Legendary Resistance (3/Day). If the void jelly fails a saving throw, it can choose to succeed instead.
Multiattack. The void jelly makes three attacks: two with its sting and one pseudopod or three with its sting.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) lightning damage.
Sting. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 10 (3d6) lightning damage.
Tentacle Wrap. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC: 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the void jelly's turns, and the void jelly can't use its tentacles or their associated stinger on another target.
Jolt (Recharge 5-6). While underwater or suspended in the astral plane, the void jelly releases an electrical charge in a 30 ft radius. Each creature in that radius must make a DC 14 Constitution saving throw. On a failed save, the creature takes 33 (6d10) lightning damage and is stunned until the end of the void jelly's next turn. The creature takes half as much damage and is not stunned on a successful one.
Engulf. Melee Weapon Attack: +6 to hit, one target. Hit: The void jelly engulfs a Huge or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 25 Constitution saving throw at the start of each of the false hydra's turns or take 13 (2d8 + 5) bludgeoning damage. If the void jelly's head moves or its body moves, the engulfed target moves with it. The void jelly can have only one creature engulfed at a time. If the target's HP drops to 0 while engulfed, or dies, it is immediately consumed.
None.
None.
The void jelly can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The false hydra regains spent legendary actions at the start of its turn.
Sting. The void jelly makes a ating attack.
Sonic Pulse.The void jelly targets a creature within range and blasts it with a cone of noise. Creatures within a 15 foot cone take 15 (5d6) sonic damage.
Mindsong. The void jelly sings a harrowing melody which is heard by anyone within 100 feet. Creatures hearing the song gain gaps in their memory. If a person enters a room with a false hydra, the song will cause the person to forget the hydra was there. The void jelly may select a specific effect it desires to achieve, causing this song to target appropriate memories, or may target specific known memories, should it desire.
This song does not alter reality, only perception. This effect does not work on people who are deaf, or are focused on the item the gap is intended to replace.
None.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the void jelly takes a lair action to cause one of the following effects (the void jelly can’t use the same effect two rounds in a row):
- The void jelly uses its Mindsong action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
- The void jelly uses its Sonic Pulse action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
- The void jelly casts darkness, dispel magic, or misty step, using Charisma as its spellcasting ability and without expending a spell slot.
In addition, on the same initiative count:
- The void jelly regains 15 (4d8) hit points.
Regional Effects
The region containing a void jelly’s lair is warped by the creature's presence, which creates the following effects:
- The void jelly is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the void jelly can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.
- Each time a creature that has been in the region (ranging up to 50 miles) for less than a year finishes a short or long rest, it must make a DC 18 Wisdom saving throw. On a failure, the creature loses a memory in accordance with the last desire set by the void jelly's mindsong. These memories may be recovered by conversing with the void jelly, by the whim of the void jelly's mindsong changing, or by leaving the range of the effect.
- Entrances to the void jelly's lair have an enchantment that the void jelly can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the void jelly's location (the target doesn't realize it's heading toward a creature). The target moves toward the void jelly by the most direct route. As soon as it can see the void jelly, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.
If the void jelly dies, these effects fade over the course of 1d4 days.
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