Small Aberration, Unaligned
Armor Class 19 Natural armor
Hit Points 300 (24d12 + 144)
Speed 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +8, CON +12, WIS +10, CHA +11
Skills Arcana +8, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Blinded, Exhaustion, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Understands Abyssal, Daelkyr and Deep Speech but cannot speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Alien Presence: Any creature that starts its turn within 30 feet of the Voidfiend must succeed on a DC 19 Wisdom saving throw or become frightened until the start of its next turn.

Aberrant Mind: The Voidfiend has advantage on saving throws against being charmed or frightened.

Void Drain: At the start of its turn, the Voidfiend releases a draining aura in a 30-foot radius. Each creature within the area must make a DC 20 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much on a successful one. Targets that fail the saving throw are afflicted by the slowed condition until the start of the Voidfiends next turn.

Actions

Multiattack: The Voidfiend makes two attacks with its Void Tendrils and uses its Syphon Essence if available.

Void Tendrils:Melee Weapon Attack:.+12 to hit, range 35 ft., Hit: 18 (4d6+4) necrotic damage. The Voidfiend extends shadowy tendrils to a target within 60 feet. On a hit the target must succeed on a DC 19 Strength saving throw or be restrained. The Voidfiend can have up to six targets restrained at a time using this ability.

Siphon Essence (Recharge 5-6): The Voidfiend targets one restrained creature within 60 feet. The target must make a DC 19 Constitution saving throw or take 27 (6d8) necrotic damage, and the Voidfiend regains hit points equal to half the damage dealt.

 

Legendary Actions

The voidfiend can take 3 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 voidfiend regains spent legendary actions at the start of its turn.

Void Tendrils: The Voidfiend makes one Void Tendrils attack.

Eldritch Bind (Costs 2 Actions): The Voidfiend targets one restrained creature within 60 feet. The target must succeed on a DC 19 Strength saving throw or be paralyzed until the start of the Voidfiend's next turn.

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Description

Amidst the pulsating violet glow, your eyes fixate upon a grotesque spectacle. Before you lies a nest of writhing shadows, an amalgamation of twisted flesh and glistening tendrils. Translucent membranes undulate like sickened waves across a formless mass, countless iridescent eyes staring unblinking into the abyss.

The creature, if it can be called such, appears to defy the laws of existence. It quivers and shifts, its form an ever-changing nightmare. A sickening array of appendages—tendrils that seem to both materialize and dissolve into the darkness—reach out, extending and retracting in an unsettling, rhythmic dance.

Its twisted, ethereal chorus of whispers—hollow echoes from dimensions beyond comprehension—fills the chamber, resonating within your minds like an unnerving melody that tugs at the fringes of your sanity. The mere sight of this aberrant entity sends a shiver down your spine, for it is a manifestation of horror that transcends the known boundaries of reality.

 

Voidfiends are create for a single purpose given to them the day they are created and the focus on that task with everything they are shifting their appearance and abilities to better suit their purpose

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the voidfiend takes a lair action to cause one of the following effects; the void fiend can’t use the same effect two rounds in a row:

  • Unsettling Whispers: The Voidfiend uses its innate connection to the twisted energies of its lair to unleash disorienting whispers. Each creature within 60 feet of the Voidfiend must succeed on a DC 18 Wisdom saving throw or be confused for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Ectoplasmic Surge: The Voidfiend causes the ectoplasmic residues within its lair to surge, forming pools in a 20-foot radius centred on a point it can see within 120 feet. Each creature in that area must succeed on a DC 18 Dexterity saving throw or be restrained by the sticky ectoplasm until the next lair action. A restrained creature can use its action to make a DC 18 Strength check, freeing itself or another creature within its reach on a success.

  •  Warp in Reality: The Voidfiend warps the fabric of reality within its lair, creating an area of unstable space in a 30-foot cube within 60 feet of itself. This area becomes heavily obscured and filled with shifting illusions and phantasmal terrain. Any creature that starts its turn within this area must succeed on a DC 18 Intelligence saving throw or take 11 (2d10) psychic damage and become incapacitated until the start of its next turn.

  • Dimensional Flux: The Voidfiend distorts the dimensional boundaries within its lair. It selects up to three creatures it can see within 120 feet. Each chosen creature must succeed on a DC 18 Intelligence saving throw or be affected by a random effect:

    • Teleported to a random unoccupied space within 60 feet of their current position.
    • Become ethereal for 1 round, granting them resistance to all damage but unable to affect or be affected by anything else.
    • Swapped places with another chosen creature, if available.
  • Murmurs of the Abyss: The Voidfiend summons eerie murmurs and whispers from the far realm, causing dissonant echoes to reverberate through the lair. Each creature within 30 feet of the Voidfiend must make a DC 18 Wisdom saving throw or suffer 15 (4d6) psychic damage and lose concentration on any spell, or half as much damage on a successful one without losing concentration.

  • Distorted Gravity: The Voidfiend manipulates gravity within a 20-foot radius sphere centred on a point it can see within 60 feet. Creatures in this area must succeed on a DC 18 Strength saving throw or be affected as follows:

    • Creatures that fail the save are pulled towards the centre and knocked prone.
    • The area becomes difficult terrain, and movement costs are doubled for all creatures except the Voidfiend.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2023 9:41:23 AM
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