| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 16 | +3 | +3 |
| CON | 26 | +8 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +9 |
| WIS | 27 | +8 | +17 |
| CHA | 25 | +7 | +16 |
Legendary Resistance (5/Day)
If the Void God fails a saving throw, it can choose to succeed instead.
Bleeding God
At the start of each of the Void God's turns, black ichor seeps from its wounds. All creatures within 30 feet must succeed on a DC 24 Constitution saving throw or take 21 (6d6) necrotic damage and be blinded until the end of their next turn.
Cosmic Mind
The Void God is immune to scrying, divination, and effects that read thoughts or emotions. Creatures that attempt such effects take 14 (4d6) psychic damage.
Reality Fracture
Whenever the Void God is targeted by a spell, roll a d6:
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1–2: The spell is absorbed (no effect).
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3–4: The spell rebounds to the caster.
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5–6: The spell is amplified — its effects are doubled, but randomly redirected.
Multiattack. The Void God makes three attacks: one with Void Rend, one with Mind Lash, and one with Devour Essence if available.
Void Rend Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 42 (6d10 + 9) slashing damage plus 27 (6d8) necrotic damage.
Mind Lash Ranged Spell Attack: +17 to hit, range 120 ft., one target.
Hit: 36 (8d8) psychic damage, and the target must succeed on a DC 25 Intelligence saving throw or be stunned until the end of their next turn.
Devour Essence (Recharge 5–6). Choose one creature within 60 feet. The target must succeed on a DC 25 Constitution saving throw or take 55 (10d10) necrotic damage, and the Void God regains hit points equal to half the damage dealt. On a success, the target takes half damage and the Void God does not heal.
The Void God 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. The Void God regains spent legendary actions at the start of its turn.
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Psychic Collapse. A target within 60 feet must succeed on a DC 25 Intelligence saving throw or take 27 (6d8) psychic damage and be unable to take reactions until the end of its next turn.
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Tendril Warp. The Void God teleports up to 60 feet to an unoccupied space it can see and leaves behind a tear in reality (difficult terrain for 1 round).
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Refract Time (Costs 2 Actions). The Void God re-rolls a failed saving throw or forces an enemy to reroll a successful saving throw against one of its effects.
Description
Void God
The Void God is an ancient and unfathomable entity, a gargantuan aberration born from the darkest reaches beyond reality. It embodies the chaos and madness of the void, a godlike force of destruction and oblivion. Its presence warps the very fabric of existence — shadows swirl around it, and the air crackles with unstable cosmic energies.
Its hulking form is covered in a shifting, black ichor that seems almost alive, oozing and bleeding into the surrounding space. Eyes that glow with otherworldly light pierce through the void of its twisted visage, reflecting the endless torment of the cosmos. Wherever it moves, gravity twists and reality fractures, leaving nightmares in its wake.
The Void God is a bringer of madness and despair, wielding psychic horrors that sap the minds of even the most powerful beings. It consumes the essence of life, drawing strength from the suffering and destruction it causes. It speaks no language but communicates through a powerful telepathy that invades the minds of all within miles.
Characteristics
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Nature: The Void God is a chaotic evil deity-level aberration, embodying chaos, destruction, and cosmic nihilism.
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Intellect: It possesses an intellect beyond mortal comprehension, capable of twisting reality and minds with ease.
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Physicality: Towering and terrifyingly strong, its massive limbs rend flesh and spirit alike.
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Resilience: Its body resists many forms of damage, and its connection to the void grants it immunity to necrotic, psychic, and poison damage, while it also repels charmed, frightened, paralyzed, and poisoned conditions.
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Senses: The Void God perceives the world through truesight up to 120 feet, allowing it to see invisible or ethereal creatures and objects with perfect clarity.
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Combat Style: Combining devastating melee attacks with mind-affecting psychic abilities, it is a relentless foe who weakens enemies both physically and mentally.
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Magical Defenses: Its Reality Fracture trait causes spells targeting it to be unpredictably absorbed, reflected, or amplified, making spellcasters wary of attacking it directly.
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Legendary Power: With multiple legendary resistances and actions, it can turn the tide of battle through psychic assaults, teleportation, and manipulation of time and space.
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Lair: The Void God's lair distorts gravity and reality itself, creating a hazardous battlefield filled with psychic torment and bleeding terrain that weakens all who oppose it.
Lair and Lair Actions
On initiative count 20 (losing ties), the Void God can use one of the following lair actions. It can’t use the same effect two rounds in a row:
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Gravity Reversal. All creatures of the Void God's choice must succeed on a DC 24 Strength saving throw or be launched 60 feet upward, taking 6d10 bludgeoning damage upon crashing back down.
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Piercing Memory. The Void God targets one creature it can see. The target must succeed on a DC 25 Wisdom saving throw or take 44 (8d10) psychic damage and become stunned until the end of its next turn.
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Bleeding Realm. The ground ruptures. Each creature within 120 feet must succeed on a DC 24 Dexterity saving throw or take 27 (6d8) necrotic damage and be knocked prone. The area becomes difficult terrain until cleared.







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