Medium Monstrosity, Neutral Evil
AC 16    Initiative +6 (16)
HP 60 (12d8)
Speed
Mod Save
STR 17 +3 +6
DEX 13 +1 +1
CON 16 +3 +3
Mod Save
INT 15 +2 +5
WIS 14 +2 +2
CHA 10 +0 +0
Senses Passive Perception 16
Languages None
CR 6 (XP 2,300; PB +3)
Traits

Void-Infused Armor. The Void Knight reduces all magical damage by 3 (after resistance) unless it's lightning.

Void Step (Recharge 4–6). As a bonus action, the Void Knight teleports up to 30 feet to an unoccupied space it can see, leaving behind a brief ripple of dark energy. Enemies within 5 ft. of the original space must make a DC 15 CON save or take 6 (1d12) force damage and be pushed 10 ft.

Tactical Counter. Once per round, if a creature within 5 ft. of the Void Knight misses it with a melee attack, the knight may make one melee weapon attack against that creature.

Actions

Void Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage + 7 (2d6) necrotic damage.

Dark Nova (Recharge 5–6). The Void Knight releases a blast of condensed void energy in a 15-ft. radius.
All creatures in range must make a DC 14 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a success.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

 

Bonus Actions

Phase Shift: The Void Knight becomes incorporeal until the start of its next turn. While incorporeal, it can move through creatures and objects as difficult terrain. If it ends its turn inside an object, it takes 10 (3d6) force damage and is shunted to the nearest unoccupied space.

Drain Pulse (Recharge 5–6): One creature within 15 feet must succeed on a DC 14 Constitution saving throw or lose 20 mana points it has remaining or take (3d8) force damage if non-magical).

  • The Void Knight regains 5 HP for each spell level drained.

Void Anchor: The Void Knight anchors itself in a shroud of void energy. Until the start of its next turn, its movement speed becomes 0, but it gains resistance to all damage and advantage on Constitution saves to maintain concentration.

Reactions

Rift Counter

  • Trigger: A creature within 5 ft. casts a spell.

  • Effect: The Void Knight slashes through the spell's aura. The caster must succeed on a DC 15 Concentration check or the spell fails without using the MP. (Use same rules as Counterspell but flavor is melee.)


2. Phase Riposte

  • Trigger: A melee attack misses the Void Knight.

  • Effect: The Void Knight phases partially and delivers a counterattack with its void blade.

  • Make one Void Blade attack with advantage.


3. Dimensional Collapse

  • Trigger: A creature teleports or magically moves within 30 ft.

  • Effect: The Void Knight attempts to collapse the space they moved through.

  • The target must succeed on a DC 14 Strength saving throw or take 10 (2d10) force damage and be knocked prone at the destination.


4. Entropic Defense

  • Trigger: The Void Knight is hit by an attack.

  • Effect: Roll 1d6. On a 5 or 6, the attack is absorbed into a flickering void shield and reduced to 0 damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SleepyCougar918

Comments

Posts Quoted:
Reply
Clear All Quotes