Song of the Void (30 ft.): At the start of each of Voidion's turns, creatures within 30 feet of Voidion must succeed on a DC 24 Wisdom saving throw or take 45 (10d8) necrotic damage. On a failed save, they are also frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
Void’s Grasp: Any creature that starts its turn grappled by Voidion must make a DC 24 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save or half as much on a successful one. If the target is reduced to 0 hit points by this damage, they are utterly consumed by the Void, leaving no physical form behind.
Reality Warper: Voidion’s presence distorts reality. Within a 1-mile radius of Voidion, gravity shifts unpredictably, distances warp, and light is dimmed as though in perpetual twilight. This area is treated as difficult terrain for all creatures other than Voidion, and creatures have disadvantage on Wisdom (Perception) checks.
Anti-Matter Essence: Voidion can shift between a physical and incorporeal state. In its incorporeal form, Voidion has resistance to all damage except force and radiant damage, and it can pass through creatures and objects as if they weren't there.
Legendary Resistance (5/Day): If Voidion fails a saving throw, it can choose to succeed instead.
Multiattack: Voidion makes three Void Lash attacks.
Void Lash: Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 40 (6d10 + 10) necrotic damage. The target must succeed on a DC 24 Strength saving throw or be grappled by Voidion. Until the grapple ends, the target is restrained.
Oblivion Wave (Recharge 5-6): Voidion unleashes a destructive wave of the Void. Each creature within 60 feet of Voidion must make a DC 24 Dexterity saving throw, taking 88 (16d10) necrotic damage on a failed save, or half as much on a successful one. Creatures that fail their saving throw are also pushed 20 feet away from Voidion and knocked prone.
Devour Existence: Voidion targets one creature it can see within 120 feet. The target must make a DC 24 Charisma saving throw. On a failed save, the target takes 72 (16d8) necrotic damage and must succeed on a DC 24 Constitution saving throw or be reduced to 0 hit points. If a creature is reduced to 0 hit points in this manner, it is consumed by the Void, and nothing short of a wish spell can bring it back.
Void Shift: Voidion can phase partially into the Void, becoming semi-corporeal until the start of its next turn. While in this state, Voidion has resistance to all damage except force and radiant damage, and it can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) force damage.
Twilight Gaze: Voidion can focus its gaze on one creature it can see within 60 feet. The target must succeed on a DC 24 Wisdom saving throw or be charmed or frightened (Voidion's choice) until the end of Voidion's next turn. While charmed in this way, the creature sees visions of its ultimate return to the Void.
Void Infusion: Voidion channels a portion of void energy into one of its attacks or abilities. Until the end of Voidion’s next turn, the next attack it makes deals an additional 21 (6d6) necrotic damage, and any creature hit must make a DC 24 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Shadow Step: Voidion can teleport up to 30 feet to an unoccupied space it can see. Upon arrival, an explosion of shadowy energy emanates from it. Each creature within 10 feet of Voidion’s new location must succeed on a DC 24 Dexterity saving throw or take 14 (4d6) necrotic damage.
Void Recharge: Voidion absorbs ambient void energy to regain power. Voidion regains 20 hit points and gains a void shield until the start of its next turn, granting it temporary hit points equal to half the damage healed (10). While this shield is active, Voidion has advantage on Constitution saving throws.
Entropy Pulse: Voidion releases a pulse of entropic energy. Each creature within 20 feet must succeed on a DC 24 Charisma saving throw or have its speed reduced by half until the start of Voidion's next turn, as their very being begins to unravel under the influence of the Void.
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Void Step: When a creature moves within 10 feet of Voidion, Voidion can use its reaction to teleport up to 60 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks. As Voidion vanishes, a ripple of void energy is left behind, causing creatures within 10 feet of Voidion’s previous location to make a DC 24 Wisdom saving throw or be frightened until the end of their next turn.
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Anti-Matter Shield: When Voidion is hit by an attack, it can use its reaction to form a shield of anti-matter. Voidion gains resistance to the triggering attack’s damage type until the start of its next turn. Additionally, if the attack was made within 30 feet, the attacker takes 18 (4d8) necrotic damage from the backlash of energy.
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Reality Tear: When a creature successfully saves against one of Voidion’s spells or abilities, Voidion can use its reaction to tear at the fabric of reality around that creature. The target must make a DC 24 Constitution saving throw or take 27 (6d8) necrotic damage and be pulled up to 20 feet in a direction of Voidion’s choice as the Void momentarily drags them.
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Grasping Shadows: When a creature moves out of Voidion's reach, Voidion can use its reaction to summon dark tendrils to grab at the fleeing creature. The target must make a DC 24 Strength saving throw or be restrained until the end of its next turn, taking 13 (3d8) necrotic damage as the shadows tighten around them.
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Void Reflection: When Voidion is targeted by a spell that requires an attack roll, it can use its reaction to reflect a portion of the void back at the caster. The caster must succeed on a DC 24 Charisma saving throw or take necrotic damage equal to the spell's level x 5, as their own magic is turned against them in a twisted void form.
Voidion can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and it can only be taken at the end of another creature's turn. Voidion regains spent legendary actions at the start of its turn.
Void Teleport: Voidion magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Dreadful Presence: Each creature of Voidion’s choice within 60 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened 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.
Void Grasp: Voidion makes one Void Lash attack.
Mythic Actions (Upon dropping to 0 HP for the first time)
When Voidion drops to 0 hit points for the first time, it calls upon the primordial Void, restoring itself to half of its hit point maximum (325 hit points). Voidion then gains access to the following actions:
Primordial Void Blast. Voidion releases a burst of primordial void, forcing all creatures within a 120-foot radius to make a DC 24 Dexterity saving throw. On a failure, a creature takes 52 (15d6) necrotic damage and is pushed 50 feet away.
Call of the Void (1/day). The ancient song of the void emanates out of Voidion at its highest volume, forcing all creatures within a 300-foot radius to make a DC 26 Constitution saving throw. On a failure, a creature takes 100 (20d10) and if reduced to 0 from this, they fail all their saving throws and die. Being dragged back into the Void.
Description
Voidion's Plane Form is the embodiment of the Void itself—a colossal mass of darkness and anti-matter that warps reality by its mere presence. In this form, Voidion is an unstoppable force of oblivion, radiating an aura that devours light, hope, and existence itself. Its massive form appears as a writhing mass of darkness with countless tendrils and glowing, pulsing violet cracks that reveal the endless Void within.
Voidion’s intentions in this form are nothing short of apocalyptic. It seeks to return all creation to its original state of nothingness, defying even its parent Bazoo and twin Infino. Summoning Voidion in its Plane Form requires immense power and reckless disregard for one's own survival, as even those who revere Voidion are not immune to its insatiable hunger for non-existence.
Legends say that Voidion’s true power is beyond comprehension and that this form is merely a glimpse of its potential, unleashed on the physical plane. To witness Voidion is to stare into the heart of oblivion, to feel the weight of every forgotten moment, and to know the inevitability of all things returning to the Void.
Lair and Lair Actions
Lair Actions
When fighting within its lair, Voidion can use lair actions. On initiative count 20 (losing initiative ties), Voidion takes a lair action to cause one of the following effects. Voidion can’t use the same effect two rounds in a row.
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Grasp of the Void: Tendrils of void energy erupt from the ground in a 30-foot radius centered on a point Voidion can see within 120 feet. Creatures in the area must succeed on a DC 24 Strength saving throw or be restrained until the end of Voidion's next turn. The tendrils are physical manifestations of the Void and deal 14 (4d6) necrotic damage at the start of each restrained creature's turn.
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Anti-Matter Surge: Voidion channels anti-matter through the air, causing it to shimmer with dark energy. All creatures within 60 feet must succeed on a DC 24 Dexterity saving throw or take 27 (6d8) necrotic damage. Creatures that fail this saving throw also have disadvantage on their next attack roll, as the energy disrupts their focus.
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Reality Collapse: Voidion partially collapses reality within its lair, making everything hazy and distorted. All creatures within 120 feet of Voidion must succeed on a DC 24 Wisdom saving throw or be blinded until the end of Voidion's next turn. The area within the lair appears twisted, with distances and physical boundaries shifting in unpredictable ways.
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Void Pulse: A pulse of void energy radiates from Voidion. Each creature within 60 feet must succeed on a DC 24 Constitution saving throw or take 22 (5d10) necrotic damage and have its speed halved until the start of Voidion's next turn.
Regional Effects
The region containing Voidion's lair is warped by its influence, creating the following effects:
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Twilight Dimming: The area within a 6-mile radius of Voidion's lair is perpetually shrouded in a dim twilight, even during the day. Light sources, both magical and non-magical, seem dimmer and cast strange, wavering shadows. Sunlight never fully reaches this area, and the sky above appears cracked, as though the fabric of reality is weakened.
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Gravity Flux: Gravity is unstable within a 1-mile radius of Voidion's lair. At random intervals, gravity shifts, pulling creatures in random directions, including upward. Every hour spent in this area, creatures must succeed on a DC 20 Dexterity saving throw or fall prone and take 11 (2d10) bludgeoning damage from the abrupt changes in gravitational force.
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Eternal Echoes: Whispering voices echo throughout a 3-mile radius of Voidion's lair, filled with dark prophecies and unintelligible mutterings of doom. Creatures who hear these whispers must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. Frightened creatures must use their movement to get as far away from the center of Voidion’s lair as possible. Creatures who succeed on their saving throw are immune to this effect for the next 24 hours.
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Fading Existence: Within 10 miles of Voidion’s lair, living creatures begin to feel as if their physical forms are slowly dissipating. Once per day, each creature that completes a long rest within this region must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. Creatures affected in this way experience brief moments where their limbs turn intangible or their voice fades into silence.
Ending the Regional Effects
If Voidion is slain or banished from the plane, these regional effects fade over the course of 1d10 days. The whispers stop, the twilight recedes, and the shifting gravity stabilizes, although the lingering fear of what once inhabited the land remains for a long time to come.
Previous Versions
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