Pack Tactics. The Voidbound has advantage on an attack roll against a creature if at least one of the Voidbound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Umbral Sword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Umbral Handgun Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Description
They were created as a replacement to the less intelligent, disorganized, and more disobedient Servile. They were created after one twilight Morningstar came across a den of Kobolds that just so happened to be littered with Orc skulls from those that trespassed on the nest. Impressed by the Kobolds teamworking skills and dexterity the soon to be high regent rounded up all the Kobolds in the nest (along with all the eggs) and brought them Infront of the Void well. The Kobolds drank from the well and were turned into the Voidbound; in exchange for increased size, strength, and actual weapons, the Voidbound were bound to serve the Umbral and forced to endure agonizing suffering unless they are actively serving the Umbral. They are medium sized humanoids, with a reptilian head, black: scales, weapons, and Armour, no tails, and blood red eyes. The weakness of their god, natural tendency to worship beings stronger than themselves, fearlessness, lawful evil alignment, great group coordination, craftiness, collectivist mindset, extremely fast birth rates, and low position in society made the Kobolds the perfect race to mutate into effective but expendable slave soldiers.
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