Armor Class
22
Natural armor
Hit Points
30
(2d4 + 5)
Speed
120 ft.
STR
22
(+6)
DEX
14
(+2)
CON
14
(+2)
INT
6
(-2)
WIS
18
(+4)
CHA
8
(-1)
Saving Throws
STR +8, DEX +4, CON +4, WIS +6
Skills
Stealth +10
Damage Vulnerabilities
Radiant
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses
Darkvision 600 ft., Passive Perception 23
Languages
Abyssal
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Nightwalker. When the voidling is in dim light or darkness, it is considered to be invisible.
Primal Darkvision. The voidling has a darkvision range of 600 feet and can see through magical darkness.
Creeper. The voidling gains advantage on attacks and saving throws when in dim light and darkness.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 8) slashing damage.
Maim. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 36 (12d6 + 4 piercing damage.
Dark Ichor. When a voidling is reduced to 0 hit points, it leaves behind an explosion of thick black ichor in a 10 foot radius. Creatures within range must make a DC 16 Constitution saving throw or become poisoned on a failure for one minute.







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