Void Song. Every three turns, the Angel will cry a harrowing song, forcing all creatures except for the summoner to make a Constitution saving throw DC (summoner's spellcasting table). On a failed save the song blinds and deafens all affected creatures in a 10ft radius. They must make the save again at the start of their turns until they succeed. If a creature fails this save 3 times in a row they must make death saving throws. If they fail they give themselves to the void and become a void angel.
Void Fog: The Void Angel lets loose a corrosive miasma surrounding itself and fills a 15ft radius. While active, the void fog heals the Angel by half the rolled damage if it damages a creature. When a creature except for the summoner starts their turn in the Void Fog they take 2d4 void damage + 2d4 corrosive damage.
Purge: A delayed explosion that blankets the area inside Void Fog. Use the Delayed Blast Fireball stat block for damage. Change damage type to void damage.
Void Dash: The Void Angel can teleport up to anywhere in front of them within their walking speed through the void plane (rendering them invisible and invulnerable), striking any enemies in the path forcing them to make a strength save DC (summoner's spellcasting table). On a failed save they are stunned and knocked prone.
Void Manifestation: A slowly charging orb, which absorbs incoming damage and will home in on a creature once thrown. The orb can be destroyed by, either in mid-air or while it is still charging. The latter causes the Angel to be staggered. If the orb reaches it's target they must make a Constitution saving throw DC (summoner's spellcasting table). On a failed save they take 10d6 void damage in addition to all the damage it absorbed.
Caged Body: A ground slam that sends out spikes in a 30ft cone, forcing any creature in the affected area to make a Dexterity saving throw DC (summoner's spellcasting table). On a failed save they will be impaled (grappled), and the their AC is set to 10, ignoring all other modifiers. They will not be able to revert this until they destroy the spikes. While grappled they take 1d6 void damage a turn and inflicted with bleed status condition.
Wing Attack: The Angel swipes a large area with its "wing." Make a melee spell attack using the summoner's spellcasting table. Deals 4d8+(summoner's spellcasting table) void damage.
These attacks can only be used while as an Ethereal Void Angel.
Void Wave: A swipe, which will create damaging beams that fire outward in sequence. Use the Eldritch Blast stat block for attack and damage rolls. Change damage to void damage.
Void Ball: A homing orb from its face, which can be destroyed with a magical attack. Use the Fireball stat block for saving throws and damage rolls. Change damage type to void damage.
Void Cannon: If the Ethereal Void Angel isn't dispatched quickly enough it may teleport to the outside of the ring, from where it will start charging a beam attack. Use the Sunbeam stat block for saving throws and damage rolls. Change damage type to void damage.
Retreat to the Void: When the Void Angel loses 50% of it's maximum hit points it opens a small pocket dimension and transfers it's spirit to there, becoming an Etherial Void Angel. If a character enters through the orb that is summoned, they can only damage this ethereal version using magic attacks. If the Angel is not dealt at least 5 points of damage a turn, it begins to regenerate health equal to a quarter of it's maximum hit dice to it's physical form, reverting it's health back to maximum. If the Void Angel is dealt at least 100 points of damage, it's spectral version returns to the physical body and the battle continues.
Description
Often found cocooned on the walls of the Zariman, a ship trapped in the Void, the Void Angels are twisted manifestations of people who died in the aftermath of the Zariman disaster. Over time the Void's song took their very memory and transformed it into these angel-like creatures. They do not like to be disturbed. Do not disturb them. Do not disturb them. Do not disturb them.







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