Death Collapse. If the Void dies, it starts to collapse. While it can no longer take any actions, its Living Black Hole trait remains active. Its pulling distance increases by 30 feet on each subsequent turn until the Void collapses, as the Void loses control over its gravitational acceleration. All creatures and objects that enter the Void itself, or whatever remains of it, take 135 (30d8) force damage, have their age reduced by 1d10 years and are instantly transported to the Astral Plane.
In addition, at the start of each of the Void's turns, all creatures within 500 feet of it must make a DC 25 Constitution saving throw, taking 9 (2d8) radiant damage on a failure or half as much on a success. This radiant damage increases by 9 (2d8) on each subsequent turn until the Void collapses.
After 2d4 turns have passed, the Void finally collapses on its next turn, resulting in a massive shockwave rippling through the entire plane. When this happens, each creature within 1 mile of the Void must make a DC 25 Constitution saving throw. On a failure, it takes 45 (10d8) force damage and 45 (10d8) bludgeoning damage. A creature within 500 feet or less of the Void instead takes 90 (20d8) force damage and 90 (20d8) bludgeoning damage and is sent to the Astral Plane on a failure. Creatures take half as much damage on a successful saving throw. Any affected creature that is not sent to the Astral Plane instead is flung 10d10 x 10 feet away.
Killing the Void might result in further consequences determined by the DM.
Event Horizon. A creature that enters the Void itself, has a 90% chance to be sent to a different plane of existence. If this happens, it takes 90 (20d8) force damage, its age is reduced by 1d10 years and it and travels through a wormhole to another, randomly determined plane. Otherwise, the creature is disintegrated immediately and can't be brought back to life by any means short of a wish spell.
Nonmagical objects entering the Void are consumed and disintegrated instantly. Magical items are sent to the Astral Plane and have a 10% chance to have their properties altered in a way determined by the DM.
Immutable Existence. The Void is immune to any spell or effect that would alter its form or send it to another plane of existence.
Legendary Resistance (5/Day). If the Void fails a saving throw, it can choose to succeed instead.
Living Black Hole. The area within 60 feet of the Void is filled with blackness, cold and otherworldly slurping and splashing noises and works like a hunger of hadar spell. The area within 120 feet of the Void counts as difficult terrain due to the intense gravity and is filled with magical darkness. The Void's gravity in that area is strong enough to hold creatures airborne even if they lack a flying speed.
A creature that starts its turn within 1 mile of the void and is not grappled by its tentacles must succeed on a DC 25 Strength saving throw or be pulled 30 feet closer towards the Void.
Magic Resistance. The Void has advantage on all saving throws against spells and other magical effects.
Radiant Absorbtion. Whenever the Void is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Space-Time Anomaly. The Void ignores difficult terrain, neither nonmagical nor magical effects can reduce its speed and it is immune to forced movement. It doesn't require food, drink or air and can move through solid objects, consuming and disintegrating them in the process.
In addition, the Void is immune to Divination magic and any Divination spell cast within or targeting a point within 1 mile of the Void fails.
Multiattack. The Void can use its Wail of Hunger. It then makes 4 Void Tentacle attacks.
Void Tentacle. Melee weapon attack, +19 to hit, reach 300 feet, one target. Hit: 28 (4d8+10) cold damage plus 9 (2d8) acid damage.
The target must make a DC 25 Constitution saving throw. On a failure, it can't take reactions and is grappled (escape DC 20) by the tentacle. Until the grapple ends, the creature is restrained.
Wail of Hunger. The Void emits deep and eerie wailing, moaning and grinding sounds. Each creature within 500 feet of the Void must make a DC 25 Wisdom saving throw or be frightened by the Void for 1 minute.
Creatures frightened in that way also are deafened, as they hear nothing but the Void's wail, and if they are concentrating, they need to make a DC 25 Constitution saving throw at the start of each of their turns or drop concentration.
Creatures who fail the saving throw by 5 or more succumb to the wails and feel an urge to move towards the Void. They must use their movement and take the dash action on their turn to move towards the Void.
Frightened creatures can repeat the saving throw at the end of their turns, ending the effect on themselves on a success. If a creature's saving throw is successful, or the effect ends for it, it becomes immune to the Void's wail for the next 24 hours.
Gravity Surge (recharge 5, 6). All creatures within 500 feet of the Void must succeed on a DC 25 Constitution saving throw or take 45 (10d8) force damage, take a level of exhaustion and become corrupted. Creatures who succeed on the saving throw take only half damage without any additional effects.
A corrupted creature's flesh twists in alien ways, as powerful gravitational forces pull on it. The creature starts losing memories of its past, has disadvantage on attack rolls and f it tries to cast a spell, it must first succeed on a DC 15 intelligence check, or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature becomes corrupted while being within 60 feet of the Void, it is considered to be under the effect of a Haste until the end of its next turn as the surges are powerful enough to twist time itself.
Radiation Jets. When the Void disintegrates a creature, it uses its reaction to emit a pulse of radiation. Each creature within 120 feet of the Void must make a DC 25 Constitution saving throw, taking 22 (5d8) radiant damage on a failure or half as much on a success, while the Void itself regains 22 (5d8) HP. In addition, creatures who fail the saving throw are poisoned by radiation until the end of their next turn and shed dim light within a 5-feet radius, thus they can't benefit from being invisible.
Absorb Energy. When a creature within 500 feet of the Void casts a spell, the Void can force it to make a DC 25 Wisdom saving throw. On a failure, the spell fails as the Void consumes its energy. The Void regains HP equal to 5 times the spell's level.
The Void can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Void regains spent legendary actions at the start of its turn.
Attack. The Void makes an attack with one of its Void Tentacles.
Move. The Void moves up to its speed.
Empower Singularity. (Costs 2 Actions) All creatures within 1 mile of the Void must make a DC 25 Strength saving throw or are pulled 30 feet closer towards it.
Consume Life Energy. (Costs 2 Actions). The Void absorbs the life energy of one creature it is grappling. The creature must make a DC 25 Constitution saving throw. On a failure, it gains a level of exhaustion and takes 45 (10d8) necrotic damage. On a success, it takes half as much damage without any additional effects. A creature killed by that action is immediately consumed and disintegrated by the Void and can't be brought back to life by any means short of a wish.
Whispers from another World (Costs 3 Actions). All creatures within 120 feet of the Void start hearing weird, incomprehensible whispers in their minds. Each affected creature must make a DC 25 Intelligence saving throw. On a failure, it takes 36 (8d8) psychic damage, gains a long-term madness and suffers from the effects of a feeblemind spell until the end of its next turn. On a success, it takes half as much damage and suffers no additional effecrs.
Description
The Void is an utterly incomprehensible being. One of the oldest gods in existence, it is wicked beyond reckoning. It planted the seed that grew into the abyss, after all. As all the other major gods combined their powers, they managed to bind this being, imprisoning it deep within the Abyss it created. And from that moment onwards, it became known as the Chained God.
[...]
It wants to feast, to consume. It not just consumes worlds, it brings tears and ruptures into the whole multiverse, it warps space-time and reality and nothing seems to be able stop it - except for that one party of brave adventurers...
Lair and Lair Actions
The Void warps reality around itself. On initiative count 20 (losing initiative ties), the Void can take a lair action to cause one of the following effects:
- Satellite Singularities. The Void creates up to two secondary singularities centered on points within 300 feet of it. These singularities work like the hunger of hadar spell and last for 1 minute or until the Void uses this lair action again. While these singularities persist, he Void can target any creature within 150 feet of at least one of them with its void tentacles, extending them from the singularity's center.
- Maddening Pulse. The Void causes otherworldy energy to pulse through the entire plane. Any creature within 500 feet of the Void must succeed on a DC 22 WIsdom saving throw or take 18 (4d8) psychic damage and gain a long-term madness.
- Liquify Surfaces. The Void targets a point on the ground within 500 feet of it. The surface within a 60-foot radius centered on that point starts to liquify due to intense gravitational forces pulling on it violently. The area becomes difficult terrain and any creature that starts its turn on the ground within the area takes 18 (4d8) force damage and must succeed on a DC 22 Dexterity saving throw or falls prone. Furthermore, small tentacles start to grow within the twisted area, which always point into the direction of the Void as if it was pulling on them, and debris from the area is pulled into the void, forming a 30-foot radius vortex that reaches all the way from the affected area to the void, dealing 18 (4d8) bludgeoning damage to any airborne creature that starts its turn within the vortex. The effect lasts for 1 minute or until the Void uses this lair action again.
- Children of the Dark God. A planar rift opens originating from a point within 500 feet of the Void, which is up to 10 feet wide and up to 120 feet long. Any creature in the area of the rift is pushed aside, taking 9 (2d8) force damage and 9 (2d8) bludgeoning damage, and cannot enter the rift by any means. Darkness seeps through the rift, which is filled with writhing tentacles. Two of either [Tooltip Not Found] or [Tooltip Not Found] or a nightwalker crawl out of the rift. These monsters look like they are made of otherworldy darkness, are under the Void's control and unaffected by its abilities. The rift lasts until the next initiative count 20, the creatures that came out of it remain for 1 hour or until they die.
Regional Effects
The plane the Void is on is warped by its sheer existence, resulting in the following effects:
- Cosmic Waves. Powerful waves of cosmic energy ripple through the entire plane. Creatures on the entire plane the Void suffer from intense nightmares and cannot benefit from any rest. Any creature that remains on the plane the Void is on for more than 24 hours must succeed on a DC 22 Wisdom saving throw or descend into a long-term madness.
- Space-Time Distortions. The Void's presence causes distortions of reality. Time moves slower closer to the void and faster further away from it. Creatures might randomly be affected by slow or haste] spells depending on where they are. Also, creatures age slower the closer they get to the Void. Furthermore distances appear longer or shorter than they actually are.
- Eternal Night. When the Void arrives in a plane, it shrouds it with eternal night. Initially, a 1-mile radius centered on the Void is filled with eternal, nonmagical darkness. On each successive day, the radius increases by another mile, until it shrouds the entire plane.
Previous Versions
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3/14/2023 11:19:34 PM
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