Medium Celestial, Lawful Neutral
AC 20 Blessed Adamantine    Initiative +12 (22)
HP 199 (21d8 + 105)
Speed 40 ft.
Mod Save
STR 20 +5 +5
DEX 11 +0 +6
CON 20 +5 +5
Mod Save
INT 18 +4 +4
WIS 16 +3 +9
CHA 14 +2 +2
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 21
Languages Abyssal, Celestial, Common
CR 17 (XP 18,000; PB +6)
Traits

Legendary Resistance (3/Day). If Void fails a saving throw, he can choose to succeed instead.

Incorporated Weave Resistance. Void has Advantage on saving throws against spells and other magical effects.

Constructed Perfection. Void does not need to eat, sleep, or breathe. He is immune to disease and the effects of exhaustion. 

"Do Not Fear Me, Child". If Void reduces a creature to 0 HP with a melee weapon attack, he can force all creatures within 10 feet of the slain target to make a DC 18 Wisdom saving throw or be Frightened until the end of their next turn.

The Abyss Stares Back. When Void is in an area of dim light he gains three-quarters cover from all attacks (+5 to AC and DEX saves), while void is in an area of complete darkness, he is invisible and gains full cover from all attacks. However, under sunlight, he can not use his Entropy Rend, Shadow Step, or the Abyss Seeker actions.

Dark Matter Senses. Void has blindsight out to 120 feet while within dim light or darkness. These senses are disabled in sunlight.

Actions

Multiattack. Void makes three Finality or Star Seeker attacks in any combination.

Finality. Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.

Abyss Seekers. Ranged Attack Roll: +11, reach 120 ft. (Target must be in dim light or darkness, line of sight is not needed, but path for projectile is.) Hit: 12 (1d6 + 5) Slashing damage plus 13 (5d8) Necrotic damage and the target is Restrained until the end of Void's next turn. 

Entropy Rend (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere centered on a point Void can see within 120 feet. Void tears through space itself, ignoring the concept of distance, creating an spacial collapse. Failure: 35 (10d6) Force damage plus 35 (10d6) Necrotic damage. Success: Half damage.

(2/Day) Planar Recall Warp. Void can warp to Yharos' celestial plane from the material one as well as vice-versa. This counts as a 7th level Plane Shift spell for the purposes of counterspelling.

Spellcasting. Void casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18):

At Will: Command, Darkness
2/Day Each: Destructive Wave (Necrotic), Dispel MagicBanishment

Bonus Actions

Shadow Step. As a bonus action, Void can teleport up to 120 feet to an unoccupied space he can see within dim light or darkness. His next attack this turn has advantage.

Sow. Void sows a dark matter seed, making a 60-ft radius area within 120 feet with dark matter for 1 minute. The center of this area has a seed with an AC of 15 and 30 hp. Breaking this seed dispels the dark matter. Inside this area:

  • Magical darkness spreads from 30 feet of the center, all light 30 feet further from the darkness from the center is dimly lit.

  • All non-magical lights are extinguished, and magical light sources are reduced by half. Light created by a spell of 6th level or higher can be sustained and will override the darkness of the dark matter seed.

  • If a creature starts its turn inside the dimly lit area, it takes 8 (2d6) Necrotic damage. If a creature starts its turn inside the darkness area, it takes 14 (4d6) necrotic damage. 

Reactions

Parry. Trigger: Void is hit by a melee attack roll while holding a weapon. Response: Void adds 6 to its AC against that attack, possibly causing it to miss.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Void can expend a use to take one of the following actions. Void regains all expended uses at the start of each of its turns.

Divine Authority. Void uses Spellcasting to cast Command. Void can’t take this action again until the start of its next turn.

Reap. Constitution Saving Throw: DC 18, one creature that Void can see within 120 feet. in a dark matter seed's area. Failure: 17 (5d6) Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken. Failure or Success: Void can’t take this action again until the start of its next turn.

Lunge. Void moves up to half his Speed, and it makes one Finality or Abyss Seeker attack.

Shadow Step. Void can use Shadow Step.

Mythic Actions

 

Description

 

Lair and Lair Actions

 

Habitat: Any

Proa