Large Aberration, Neutral Evil
Armor Class 15 Chitin
Hit Points 147 (14d10 + 70)
Speed 10 ft., fly 50 ft. hover
STR
15 (+2)
DEX
18 (+4)
CON
20 (+5)
INT
8 (-1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +16, CON +18, WIS +14
Skills Perception +7, Stealth +7
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Blindsight 30ft, Darkvision 120ft, Passive Perception 17
Languages Deep Speech (understands, cannot speak), Telepathy (voidmoth only) 60ft
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Light‑Eater Aura. Nonmagical light within 30 feet is extinguished. Magical light of 3rd level or lower is suppressed while in the aura.

Brood Sovereign. As a bonus action, the Queen commands up to two Voidmoth Swarms within 60 feet to move up to half their speed or make one attack.

Actions

Multiattack. The Queen makes two Scissoring Wings attacks.

Scissoring Wings. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 4) slashing plus 7 (2d6) necrotic. If the target is in darkness or dim light, the attack deals an extra 7 (2d6) necrotic.

Void Silk Spray (Recharge 5–6). 30‑ft cone; creatures in area must make a DC 16 Dex save or take 27 (6d8) necrotic and be restrained by clinging dark filaments (escape DC 16). On a success, they take half damage and aren’t restrained.

Call the Swarm (1/day). The Queen summons 1d3 Voidmoth Swarms that appear in unoccupied spaces within 30 feet and act on the Queen’s initiative.

Reactions

Shadow Slip. When a creature the Queen can see targets it with an attack while it is in dim light or darkness, the Queen imposes disadvantage on that attack.

Legendary Actions

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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

She arrives as a dimming of the world. Lanterns gutter, moonlight bruises to purple, and a cold, velvety dark folds in on itself until it stands—taller than a horse, thin as famine, all wing and waist. Her wings are not feathers but overlapping panes of night, veined with faint, sickly luminescence like bruised lightning. Each slow beat pours soot-fine motes into the air; they drift, taste metallic on the tongue, and eat whatever light they touch.

Her head is a lantern turned inside out. A crown of faceted eyes—too many, too wet—drinks in glows and reflections, feeding them down capillaries that pulse beneath her chitin. Where a mouth should be is a rosette of soft, hooked mouthparts that click and comb, spinning threads from the darkness itself. The silk she spits is cold and damp; it glues to skin with a hospital smell and clings like cobwebs soaked in oil. It doesn’t dry so much as decide you belong to it.

She moves with the patient hush of a curtain being drawn. Closer, you hear the hive that lives inside her: a furred rustle, a thousand dry tongues tasting air. Now and then a seam along her abdomen parts and a tide of small bodies pours out—voidmoths the size of a palm, each with a pinprick star for a heart. They nibble at torchflame, at spell-light, at the whites of your eyes, leaving afterimages like smudged fingerprints across your vision.

When she is angered, the wings scissor and a gout of black silk arcs wide, knitting midair into a net that hangs where gravity should be. Struggle only sinks you deeper; the threads hum with a low, narcotic vibration that turns your thoughts dim. Then the Queen leans in, eyes bright with swallowed light, and you feel the heat leaving your body as if night itself were drinking you.

Lair and Lair Actions

Usually found dangling off a barren isle as a husk made of silk and bone, the lair of a Voidmoth Queen is no laughing matter. 

Regional Effects (while lairing)

  1. Lights within 1 mile dim to half.

  2. At dusk, 1d4 Voidmoth Swarms coalesce near lone light sources.

  3. Creatures that finish a short rest in the region must DC 13 Wis save or have unsettling dreams (gain no Inspiration that day).

Habitat: Any

Earthknite

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