Aura of Madness. Creatures within 20 feet of the Void Maw must make a DC 16 Wisdom saving throw at the start of their turn. On a failure, they are frightened until the start of their next turn.
Grasping Tendrils. A creature grappled by the Void Maw has disadvantage on saving throws against its other abilities.
Magic Resistance. The Void Maw has advantage on saving throws against spells and other magical effects.
Multiattack. The Void Maw makes three attacks, two Tentacle Lash attacks and one with its Devour Essense ability.
Tentacle Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. The target is then grappled (escape DC 18). The Void Maw can grapple up to three creatures at one time.
Devour Essence. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the Void Maw. Hit: 27 (6d8) necrotic damage, and the target must make a DC 16 Constitution saving throw or have its hit point maximum reduced by the same amount.
Tentacle Barrage (Recharge 5-6). The Void Maw flails its tentacles in all directions. Each creature within 15 feet must make a DC 16 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be restrained.
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