Small Aberration, Chaotic Evil
Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Skills Stealth +4
Damage Resistances Necrotic
Senses Darkvision 60ft, Passive Perception 10
Languages Common, Deep Speech Voidlings can understand but cant speak.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Amorphous. The voidling can move through a space as narrow as 1 inch wide without squeezing.

 

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Void Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a humanoid dies from this attack, a new voidling emerges from the corpse 1d4 rounds later.

Bonus Actions

Shadow Blend. While in dim light or darkness, the voidling can take the Hide action as a bonus action.

Shadowstep (Recharge 4-6). As a bonus action, the voidling can magically teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Voidlings are small, shadowy creatures that skulk through the darkness of the voids, emerging to attack unsuspecting travelers with razor-sharp claws. They are drawn to sources of life energy and will drain the life force from any creature they encounter, leaving behind nothing but desolation and decay. Voidlings are often found in groups, overwhelming their prey through sheer numbers and ferocity. They are relentless hunters, driven by an insatiable hunger that can never be satisfied.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: aberration

Ryn_Wulmith

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