Traits
Eldritch Anatomy. The Voidspawn Behemoth can squeeze through spaces as though it were a Medium creature, and it has advantage on checks and saves against being grappled or restrained.
Aura of Madness. Any creature that starts its turn within 30 feet of the Behemoth must succeed on a DC 19 Wisdom saving throw or be affected by short-term madness (roll on the Madness table in the DMG) for 1 minute. The creature can repeat the save at the end of each of its turns.
Legendary Resistance (3/Day). If the Behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Behemoth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Behemoth’s weapon attacks are magical.
Actions
Multiattack. The Behemoth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 24 (4d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 19). Until the grapple ends, the target is restrained, and the Behemoth can’t use that tentacle on another target.
Eye of the Void (Recharge 5–6). The Behemoth emits a beam of maddening energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 20 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also blinded and stunned until the end of its next turn.
Bonus Actions
The Voidspawn Behemoth can use one of the following bonus actions on its turn:
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Abyssal Grasp (Recharge 4–6)
The Behemoth targets a creature grappled by one of its tentacles. That creature must make a DC 19 Constitution saving throw or take 5d10 necrotic damage as its life force is drained, and its maximum HP is reduced by the same amount until it finishes a long rest. -
Call of the Void
The Behemoth emits a low, subsonic pulse. One creature of its choice within 60 feet that can hear it must succeed on a DC 17 Wisdom saving throw or use its reaction to move up to its speed directly toward the Behemoth, avoiding obvious hazards. This movement does not provoke opportunity attacks. -
Voidphase Shift (Recharge 5–6)
The Behemoth briefly phases into the Far Realm. Until the start of its next turn, it gains resistance to all damage, and it can move through objects and creatures as if they were difficult terrain.
Reactions
The Behemoth can use one of the following reactions when appropriate:
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Warping Counterstrike (When hit by a melee attack)
The Behemoth lashes out with a writhing tentacle. The attacker must make a DC 18 Dexterity saving throw or take 4d6 psychic damage and be knocked prone as their perception of space twists violently. -
Reality Fracture (When reduced below half HP for the first time)
The air around the Behemoth cracks like glass. All creatures within 20 feet must make a DC 19 Constitution saving throw or be blinded and deafened for 1 minute. They may repeat the saving throw at the end of each of their turns. -
Tentacle Reflex (When a creature enters its reach)
The Behemoth makes one tentacle attack against a creature that enters its melee reach (20 ft) for the first time on their turn.
Legendary Actions
The Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
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Tentacle Slam. The Behemoth makes a tentacle attack.
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Warp Reality (Costs 2 Actions). The terrain in a 20-foot radius centered on a point the Behemoth can see within 120 feet becomes difficult terrain and filled with shifting, nightmarish illusions for 1 minute. Any creature that starts its turn in the area must make a DC 18 Wisdom saving throw or be frightened until the start of its next turn.
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Void Gaze (Costs 3 Actions). The Behemoth targets one creature it can see within 60 feet. The target must succeed on a DC 20 Charisma saving throw or be banished to a personal nightmare demiplane for 1 minute. While banished in this way, the target is incapacitated. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Voidspawn Behemoth – Monster Characteristics
Appearance
The Voidspawn Behemoth is a gargantuan, nightmarish mass of undulating tentacles, aberrant muscle, and void-blackened flesh, wrapped around a pulsating central eye that glows with malevolent, purple light. Veins of radiant violet energy pulse across its body like lightning under oil. Its limbs shift unpredictably, bending in ways that defy physics, trailing psychic residue through the air like smoke in water. The space around it warps subtly, light bending inward, as if the creature pulls reality toward it.
Origin
The Voidspawn Behemoth is not of this world. It is believed to have been summoned—accidentally or deliberately—during an arcane experiment gone horribly wrong in a deep subterranean lab-prison complex, where reality itself was weakened. Some theorize it is a living fracture in the weave of the multiverse—a sentient parasite from the Far Realm, feeding on sanity, life force, and dimensional integrity.
Behavior
The Voidspawn does not "think" as mortals understand it. Its thoughts are waves of alien emotion, driven by hunger, curiosity, and rage. It has no language, yet speaks directly to minds it touches, overwhelming them with images of collapsing stars, weeping gods, and impossible geometries. It reacts to violence instinctively but seems to take particular interest in magic-users, especially those who tamper with planes or psionics.
Habitat and Lair
The Behemoth resides deep within a decaying research complex—an ancient lab riddled with prison cells, forgotten experiment chambers, and arcane ruins. Its lair pulses with warped gravitational anomalies and areas of spatial instability. Sections of the dungeon shift subtly when unobserved. The central chamber where it rests was once a planar engine room or dimensional breach containment area, now twisted beyond recognition.
Tactics
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The Behemoth opens combat by spreading madness and grappling key targets with its long reach.
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It uses Eye of the Void to disable clustered threats and Void Blink to reposition or escape crowd control.
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Against spellcasters or psionic enemies, it prioritizes Fracture Mind or lair effects like Mindquake Pulse.
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Its legendary actions and reactions make it extremely dangerous to engage without coordination.
Lair and Lair Actions
On initiative count 20 (losing ties), the Voidspawn Behemoth takes a lair action to cause one of the following effects:
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Grasping Shadows: Tendrils of void energy erupt from the ground in a 20-foot radius centered on a point the Behemoth can see. Each creature in that area must succeed on a DC 18 Strength saving throw or be restrained until the end of their next turn.
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Mindquake Pulse: The Behemoth unleashes a psychic wave. All creatures within 60 feet must make a DC 17 Intelligence saving throw or take 4d6 psychic damage and be stunned until the start of their next turn. On a success, they take half damage and are not stunned.
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Reality Warp: A section of the room (10-foot cube) becomes a shifting rift in reality until the next lair action. Any creature entering it or starting their turn there must succeed on a DC 18 Constitution saving throw or be blinded and take 2d10 force damage as their form partially phases out of reality.
The Voidspawn cannot use the same lair action two rounds in a row.
Regional Effects
The area within 1 mile of the Voidspawn Behemoth’s lair is warped by its otherworldly presence, creating the following effects:
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Unstable Matter: Stone and metal periodically phase in and out of existence. Structures are weakened, and maps of the dungeon seem unreliable. Secret doors may spontaneously appear or vanish.
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Whispers in the Dark: Sentient creatures begin to hear whispers in incomprehensible languages. Each long rest in the region requires a DC 15 Wisdom saving throw or the creature gains one level of exhaustion due to nightmarish visions.
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Gravitic Distortion: At random intervals, gravity shifts in short bursts. Once per hour, a random creature must make a DC 16 Dexterity saving throw or be flung 15 feet in a random direction (no opportunity attacks).
If the Behemoth dies, these effects fade over 1d6 days, though the madness it caused may linger.
Previous Versions
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