The Voids Grip. The Voidling's central eye creates a 150-ft cone of antimagic. It decides where this cone is facing at the beginning of every one of its turns. At initiative count 20, the Voidling regains 2 points of Dominion. Whenever it sees a creature cast a spell within this cone, or sees the effect of a spell, it may burn one point to instantly dispel the effect with a flash of purple light. It cannot dispel spells higher than 6th level.
Once the Voidlings Dominion point total is 5 or more, the Voidling releases a visible shockwave of magical energy, preparing to use its Sweeping Laser action. At the beginning of its following turn, it releases the attack, and all of its dominion points are drained. Additionally, it is not capable of dispelling magic until the beginning of its next turn, even if it would otherwise be capable of doing so.
Nullifier. Once the Voidling reaches 0 hit points, it begins to charge up an imploder of nullifying magical energy. It charges for the next 10 minutes, releasing a thunderously loud sound for the entire duration. Once it is finished, all matter inside of a 300 ft radius is instantly and entirely destroyed, including the corpse of the Voidling. Artefact's are immune to this effect. Creatures inside the radius are also instantly killed, and can only be wrought from the clutches of death with a successful use of the wish spell.
Multiattack. The Voidling takes two slam attacks, or one void pellet attack.
Slam. Melee Weapon Attack: +8 to hit, reach 20 ft, one target. Hit: 14 (2d8+5) bludgeoning damage and they must make a DC 13 strength saving throw or be knocked prone.
Void Pellets. Ranged Magic Attack: +8 to hit, reach 120 ft., two different targets. Hit: 19 (4d6+5) necrotic damage.
Sweeping Laser. The Voidling lowers itself to the ground and begins to spin, releasing a laser of pure void energy through its central eye in an area of a 100ft radius sphere. Creatures within this sphere must make a DC 20 dexterity saving throw or take 8d8 necrotic damage and have their speed halved for the next minute. Affected creatures must reroll the save at the beginning of every one of their turns or continue to be effected by the slow. Successful saving throws result in halved damage and no slow. This area does not spread around corners, and can be blocked by at least 3 inches of steel or something of similar strength.
The Voidling can take 3 legendary actions, using the following options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Voidling regains spent legendary actions at the start of its turn.
Slam. The Voidling takes the Slam action.
Judgement of The Ancients (Costs 2 Actions). The Voidling prepares the void pellet producing glands on its back, facing them all in one singular direction. On the end of the subsequent creatures turn, The Voidling burns a second legendary action to bring all of its charged energy forth, sending a line 120ft long and 30ft wide in the direction it chose at the beginning of this legendary action. Creatures within this area must make a DC 18 Dexterity saving throw or take 5d8 necrotic damage, halved on a successful save.
Description
This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, along with my fellow naturalists, who are keeping me safe through this journey.
We almost got rid of it.
It was too massive, with too much weight. It took up too much room, and was too dangerous. We tried to massage it into its surroundings - we felt we had captured its essence well enough. But its words beat into our minds and we weren't allowed to realize that it had been keeping us here.
We had begun spending all our days staring at it until it became formless to us. Whispers of meaning with no words travelled through our ears and strung us up like a necklace of fools. Totally mesmerized we sat around it like a campfire as it cultivated each of us with its cold embrace. One by one we were scanned, and we were made to present all we had with us: Feathers from local species, masks from strange spirits, abandoned metal scraps and rusty old equipment. It examined each individually, its iris flexing mechanically as it traced the silhouette of every artifact.
For a moment I snapped out of it. I felt fear. I wanted to scream out, to raise my weapon, but my body was wholly resistant. Suddenly, the others all turned their heads to face me from across the circle, their eyes wide and faces expressionless. I felt a sharp pain in my chest and my neck stiffened. After its final scan it vibrated out of existance, its atoms disseminating into the air. We were left frozen husks around a campfire long since turned to ash.
We almost got rid of it.
Previous Versions
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