Gravity Veil. The area within 20 ft. of [Consuming Void] becomes difficult terrain and cannot fly. Ranged attacks also have disadvantage.
Spellcasting. The Consuming Void is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). The Consuming Void has following wizard spells prepared:
Spells (at will): Darkness, Gravity Sinkhole
6th level spell (3/day): Gravity Fissure 9th level spell (1/day): Blade of Disaster
Crushing Sinkhole. Whenever a creature is within 5ft of Consuming Void, it must make a DC 18 Strength saving throw or have its movement speed reduced to 0ft and take 2d12 damage. The creature must make this saving throw every time it enters within 5ft of Consuming Void.
Multi-attack. The Consuming Void makes two melee attacks and one ranged attack as an action.
Black Tendril. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 22 (2d12 + 10) [force] damage. On a failed DC 15 Strength saving throw, the target is pulled 10ft closer.
Gravity Toss. Ranged Weapon Attack: +12 to hit, range 20/60 ft., 1 target. Hit: 28 (4d8 + 12) [force] damage, make a DC 15 Strength saving throw or your movement speed is halved.
Attract: The Consuming Void pulls every creature within 35 ft. towards itself by 10 ft. on a failed DC 16 Strength Saving throw.
Consuming Void has three legendary actions per turn it can use at the end of its enemies' turns.
Black Tendril (Costs 1 Action). Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 22 (2d12 + 10) [force] damage. On a failed DC 15 Strength saving throw, the target is pulled 10ft closer.
Attract (Costs 1 Action). The [Consuming Void] pulls every creature within 35 ft. towards itself by 10 ft. on a failed DC 16 Strength Saving throw.
Blade Strike (Costs 3 Actions). Only able to be used after casting Blade of Disaster. Make an additional 2 attacks with Blade of Disaster.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Darkness, pure darkness. That is what those who have seen The Consuming Void claim it to be. Its humanoid shape with thin, exceedingly long limbs, is distorted with twisting lines of that same darkness that seems to swallow what they pass through.
Those lines are the most dangerous piece of the creature. Aside from the weight of its strikes, when two cross over, a small gravity well is produced which can be used as a horribly dangerous weapon.
Lair and Lair Actions
The Consuming Void lies within a dungeon that appears and disappears suddenly, almost flickering from the outside. The area inside the dungeon is never the same, it takes the area it encompasses and warps it, causing chunks of earth to float and shifting the creatures there into unidentifiable monsters. At the center of it all is a perfect cube within which Consuming Void lies. It rotates and shifts, the gravity inside always at odds with itself.
Lair Actions
On initiative count 20 (losing initiative ties), the Consuming Void takes a lair action to cause one of the following effects:
- Gravity Shift: The Consuming Void shifts the gravity of the room, causing all other creatures within to fall towards that side of the cube. Assign each interior face a number between 1-6, every time Consuming Void takes this lair action, roll a d6 and the corresponding number becomes the new "down". All other creatures must make a DC 13 Wisdom saving throw or become disoriented and must choose between an action and bonus action on their turn.
Regional Effects
The region containing a legendary Consuming Void’s lair is corrupted, which creates one or more of the following effects:
- Chunks of earth float and pockets of gravity wells break down and destroy the land inside it.
- Creatures become twisted, distorted versions of themselves, unable to survive outside of the dungeon.
If the Consuming Void dies, these effects fade over the course of 1d4 days.
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