Aura of Void Corruption. Any creature that starts its turn within 30 feet of the Voidwoken Devourer must make a DC 26 Constitution saving throw. On a failed save, the creature's maximum hit points are reduced by 2d10 until it finishes a long rest. This reduction is cumulative. Creatures immune to the poisoned condition are immune to this effect.
Corrosive Touch. Any creature that touches the Voidwoken Devourer or hits it with a melee attack while within 5 feet of it takes 4d10 necrotic damage. The Voidwoken Devourer regains a number of hit points equal to half the necrotic damage dealt (minimum of 1).
Innate Spellcasting (Psionics). The Voidwoken Devourer can innately cast the following spells, requiring no material components. Its spellcasting ability is Charisma (spell save DC 26).
- At will: detect thoughts, telekinesis
- 3/day each: dominate monster, plane shift (self only, to the Plane of Shadow or the Abyss)
- 1/day each: imprisonment, wish
Legendary Resistance (3/Day). If the Voidwoken Devourer fails a saving throw, it can choose to succeed instead.
Void-Touched Hide. The Voidwoken Devourer's natural armor is imbued with the corrupting energies of the Void, granting it its high Armor Class and damage resistances.
Void Nature. The Voidwoken Devourer doesn't need to breathe, eat or sleep.
Multiattack. The Voidwoken Devourer can use its Frightful Presence. It then makes three attacks: one with its Void Tendrils and two with its Enervating Claws.
Enervating Claws. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) slashing damage plus 18 (4d8) necrotic damage. On a hit, the target must succeed on a DC 26 Constitution saving throw or have its Strength score reduced by 2d4. The target dies if its Strength is reduced to 0. This reduction lasts until the target finishes a long rest. The Voidwoken Devourer regains a number of hit points equal to half the necrotic damage dealt (minimum of 1).
Void Tendrils. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained and takes 14 (4d6) necrotic damage at the start of each of its turns. The Voidwoken Devourer regains a number of hit points equal to half the necrotic damage dealt (minimum of 1). The Voidwoken Devourer can grapple up to two Huge or smaller creatures at a time.
Frightful Presence. Each creature of the Voidwoken Devourer's choice that is within 120 feet of it and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Void Rift (Recharge 5-6). The Voidwoken Devourer tears a hole in reality, creating a 30-foot radius sphere of swirling void energy centered on a point it can see within 120 feet. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute. At the start of each of the Voidwoken Devourer's turns while the rift persists, each creature within the rift takes 16 (3d10) necrotic damage. The Voidwoken Devourer regains a number of hit points equal to half the necrotic damage dealt by this effect (minimum of 1).
Void Backlash. When a creature hits the Voidwoken Devourer with a melee or ranged attack, the attacking creature must make a DC 26 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. For 1 minute after this reaction, the targer loses its immunity and/or resistance to necrotic damage and instead has vulnerability to necrotic damage. This vulnerability ends early if the Voidwoken Devourer uses this reaction again.
The Voidwoken Devourer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Voidwoken Devourer regains spent legendary actions at the start of its turn.
- Attack. The Voidwoken Devourer makes one Enervating Claws or Void Tendrils attack.
- Void Whisper. The Voidwoken Devourer targets one creature it can see within 120 feet and attempts to magically charm or frighten it (its choice). The target must succeed on a DC 26 Wisdom saving throw or be charmed or frightened for 1 minute. A charmed or frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Shift Through Void (Costs 2 Actions). The Voidwoken Devourer magically teleports up to 60 feet to an unoccupied space it can see.
The Voidwoken Devourer can spend mystic action (3) points to take the following actions. It regains all spent mystic action points at the start of its turn.
- Void Lance (2 Points). The Voidwoken Devourer unleashes a focused beam of void energy at one creature it can see within 120 feet. The target must make a DC 26 Dexterity saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also pushed up to 20 feet away from the Voidwoken Devourer.
- Corrupting Gaze (1 Point). The Voidwoken Devourer focuses its gaze on one creature it can see within 60 feet. The target must succeed on a DC 26 Wisdom saving throw or have one random ability score reduced by 1d4. This reduction lasts until the target finishes a long rest. The Voidwoken Devourer can choose which ability score is affected if the target has already been affected by this action.
- Void Shield (3 Points). The Voidwoken Devourer surrounds itself with a shimmering barrier of void energy until the start of its next turn. While the shield is active, the Voidwoken Devourer gains a +5 bonus to its Armor Class and has advantage on saving throws against spells and other magical effects.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Lair Effects
When fighting the Voidwoken Devourer in its lair, which is a place warped by the creature’s presence, the following effects are in place:
- Whispers of the Void. While within the Voidwoken Devourer's lair, a creature must succeed on a DC 26 Wisdom saving throw at the start of each of its turns or suffer one of the following effects (roll a d6):
- Hallucinations: The creature sees terrifying visions of the void and has disadvantage on attack rolls, ability checks, and saving throws until the start of its next turn.
- Compelled Attack: The creature must use its reaction to make a melee attack against a random creature within its reach that it can see. If there is no such creature, the creature takes 2d6 psychic damage.
- Disorientation: The creature moves in a random direction (determined by rolling a d8 and moving 10 feet in that direction) and has disadvantage on attack rolls until the start of its next turn.
- Paranoia: The creature becomes convinced that a nearby ally is betraying it. The creature must choose one ally it can see within 30 feet. That ally has advantage on attack rolls against the affected creature until the start of the affected creature's next turn.
- Emotional Surge: The creature is overcome with intense emotion (determined by the DM, such as fear, rage, or despair). The creature has advantage or disadvantage (DM's choice) on attack rolls, ability checks, and saving throws until the start of its next turn, based on the emotion.
- No Effect: The creature is momentarily unaffected by the whispers.
- Void Rifts. As a bonus action, the Voidwoken Devourer can create a small void rift (5-foot radius) at a point it can see within the lair. Any creature that starts its turn in the rift or enters it for the first time on a turn must make a DC 26 Dexterity saving throw, taking 4d10 force damage on a failed save, or half as much on a successful one. The rift lasts until the start of the Voidwoken Devourer's next turn.
- Shifting Gravity. At the start of each round, roll a d4. On a 1, gravity shifts horizontally in a random direction. On a 2, gravity reverses for creatures not touching the ground. On a 3, gravity intensifies, reducing movement speeds by half. On a 4, gravity remains normal. This effect lasts until the start of the next round.
- Void Mists. The Voidwoken Devourer can designate up to three 20-foot radius spheres within the lair as being filled with this mist. Creatures within the mist have disadvantage on Wisdom (Perception) checks and their movement speed is halved. The Voidwoken Devourer can see through the mist without penalty.
- Draining Presence. Any creature that starts its turn within the lair (other than the Voidwoken Devourer) takes 2d6 necrotic damage.
- Illusory Terrain. The Voidwoken Devourer can warp the perceptions of intruders, creating illusory walls, pits, or difficult terrain. A creature that interacts with the illusion can attempt a DC 26 Intelligence (Investigation) check to discern its true nature.
Regional Effects
The region within 1 mile of the Voidwoken Devourer's lair is subject to the following effects:
- Entropic Decay: The land becomes dry, cracked, and infertile. Creatures attempting to track or move stealthily across this terrain have disadvantage on Dexterity (Stealth) and Wisdom (Survival) checks. Buildings and other structures show signs of accelerated decay and might collapse unexpectedly. The ground in 10-foot radius areas might become unstable, requiring a DC 26 Dexterity saving throw to avoid falling prone into a shallow sinkhole.
- Void-Touched Flora and Fauna: Plants and animals within the area exhibit strange mutations or aberrant behavior.
- Diminished Light: Natural light sources are subtly diminished, resulting in perpetual overcast and deeper shadows, imposing disadvantage on Wisdom (Perception) checks relying on sight in dim light within 3 miles of the lair.
- Whispers on the Wind: Faint, unsettling whispers can be heard, potentially imposing disadvantage on Wisdom saving throws against fear or psychic effects (DC 26 Wisdom saving throw to resist) within 5 miles of the lair.
- Gravity Fluctuations: Minor and localized shifts in gravity might occur within 1/2 mile of the lair, potentially imposing disadvantage on Dexterity-based ability checks and saving throws (DC 26 Dexterity saving throw to maintain balance).







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