Medium Elemental, Unaligned
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
6 (-2)
WIS
11 (+0)
CHA
7 (-2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Poisoned, Prone
Senses Darkvision 60 ft, Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Void Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. Creatures that touch the elemental or hit it with a melee attack while 5 ft. from it take 7 (2d6) necrotic damage. The elemental can also enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) necrotic damage.

Living Darkness. The elemental turns bright light to dim light, and dim light to darkness, in a 15-foot radius around itself, unless that light is from a magical source that is not a cantrip or magic item. While in dim light or darkness, the elemental has resistance to damage that is not force, psychic, or radiant.

Gravitational Collapse. When the void elemental dies, it collapses into itself, creating a 10-foot radius sphere of inky blackness centered on its space. The sphere lasts for two rounds. Objects that are not secured or worn by a creature are pulled towards the sphere, and ranged attacks are made at disadvantage within 30 feet of the sphere. Creatures within 30 feet of the sphere must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet towards its center and have its speed reduced to 0 until the beginning of its next turn. A creature that succeeds on this saving throw has their speed reduced by 20 feet instead and is not pulled towards the sphere. The first time a creature or object enters the sphere's area, and each turn it starts within, it takes 7 (2d6) necrotic damage. If another void elemental is drawn into the sphere's area, it dies, adding its essence to the singularity- the sphere's radius increases by 5 feet, the saving throw DC increases by 2, and it deals an additional 3 (1d6) necrotic damage.

Actions

Multiattack. The elemental makes two touch attacks.

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

Void Reach (Recharge 5-6). Creatures within 10 ft. of the elemental must make a DC 14 Strength saving throw. On a failed save, they take 7 (2d6) necrotic damage and cannot take reactions until the end of their next turn. On a successful save, they take half that damage and suffer no additional effects.

Monster Tags: Elemental

simonlucn

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