Large Aberration, Chaotic Evil
AC 18 Natural    Initiative +4 (14)
HP 178 (17d10 + 85)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 20 +5 +9
DEX 16 +3 +3
CON 22 +6 +10
Mod Save
INT 14 +2 +2
WIS 12 +1 +5
CHA 10 +0 +0
Skills Perception +9, Stealth +11
Resistances Cold, Fire, Lightning
Immunities Necrotic, Psychic; Charmed, Frightened, Paralyzed
Senses Darkvision 120ft; Passive Perception 19
Languages Deep Speech, telepathy 60 ft
CR 12 (XP 8,400; PB +4)
Traits

 

  • Shadow Blend. While in dim light or darkness, the Voidclaw can use a bonus action to become invisible until it attacks, casts a spell, or is in bright light.

  • Magic Resistance. The Voidclaw has advantage on saving throws against spells and other magical effects.

  • Eldritch Claws. The Voidclaw’s claws are magical and deal an extra 14 (4d6) necrotic damage on a hit.

  • Aura of Despair. Creatures within 30 feet of the Voidclaw that aren't aberrations have disadvantage on saving throws against being frightened.

 

 

Actions

Actions

  • Multiattack. The Voidclaw makes three attacks: one with its Bite and two with its Eldritch Claws.

  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) necrotic damage.

  • Eldritch Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 5) slashing damage plus 14 (4d6) necrotic damage.

  • Shadow Rift (Recharge 5–6). The Voidclaw tears a rift in space, creating an area of magical darkness in a 20-foot radius centered on itself. This darkness lasts for 1 minute or until the Voidclaw dismisses it as a bonus action. Nonmagical light can't illuminate the area, and creatures with darkvision can't see through it. Any creature that starts its turn in the area must succeed on a DC 17 Constitution saving throw or take 21 (6d6) necrotic damage and gain one level of exhaustion.

Bonus Actions

Bonus Actions

  • Shadow Step. The Voidclaw teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness. The next attack it makes before the end of its turn has advantage.

  • Void Drain (Recharge 4–6). The Voidclaw targets one creature within 30 feet that it can see. The target must succeed on a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage and have its movement speed reduced by 10 feet until the end of its next turn. The Voidclaw regains hit points equal to the damage dealt.

  • Lurk in Darkness. If the Voidclaw starts its turn in dim light or darkness, it can use a bonus action to meld with shadows, gaining resistance to all damage (except force and radiant) until the start of its next turn.

Reactions

Reactions

  • Eclipse Strike. When a creature within 10 feet of the Voidclaw misses it with a melee attack, the Voidclaw may make one Eldritch Claw attack against that creature.

  • Shadow Veil. When targeted by a ranged attack or spell, the Voidclaw can use its reaction to blur into shadows, imposing disadvantage on the attack roll.

  • Rift Counter (Recharge 5–6). When a creature within 30 feet casts a spell, the Voidclaw may open a small void rift, forcing the caster to succeed on a DC 17 Charisma saving throw or have their spell swallowed by the void (the spell has no effect and is expended).

Description

Voidclaws are the vengeful remnants of lost souls twisted by the void between planes. Cloaked in shadow, these terrifying aberrations strike from the darkness, their claws imbued with the essence of the void. They are feared not just for their physical power, but for the overwhelming sense of despair they bring with them. Voidclaws often serve as harbingers of doom, their presence signaling the thinning of the veil between worlds and the arrival of greater, more terrible threats.

NopeTheGamer

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