Medium Undead (Sorcerer), Neutral
AC 16 Studded leather    Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 30 ft., fly 60 ft. Can only use flight speed while fully Incorporeal.
Mod Save
STR 6 -2 -2
DEX 16 +3 +9
CON 16 +3 +9
Mod Save
INT 12 +1 +1
WIS 14 +2 +2
CHA 10 +0 +0
Skills Arcana +10, Perception +8, Stealth +7, Survival +8
Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Gear Rapier, voidwalker armor
Senses Darkvision 60 ft., Passive Perception 12
Languages The languages it knew in life
CR 5 (XP 1,800; PB +3)
Traits

Incorporeal Movement. The Voidwalker Sentinel can move through other creatures and objects as if they were difficult terrain. It takes 5 1d10 force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the Voidwalker Sentinel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 1d8 + 3 piercing damage and an additional 1d8 necrotic damage.

Spellcasting. The Voidwalker Sentinel is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Voidwalker Sentinel has the following sorcerer spells prepared:

Cantrips (at will): Chill touch, Infestation, Primal Savagery, Sword Burst, Toll the Dead

1st level (4 slots): Arms of Hadar, Cause Fear, Ray of Sickness, Wraithful Smite

2nd level (3 slots): Blur, Mirror Image, Ray of Enfeeblement

3rd level (3 slots): Blink, Slow, Summon Shadow Spirit

4th level (3 slots): Dimension Door, Shadow of Moil

 

Legendary Actions

The Voidwalker Sentinel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. 

Teleport (Cost 1 Action). The Voidwalker Sentinel teleports up to 60 feet to an unoccupied space you can see. On each of its next 3 turns it can use a bonus action to teleport in this way again.

Telekinesis (Cost 2 Actions). The Voidwalker Sentinel gains the ability to move or manipulate creatures or objects by thought. When used, the The Voidwalker Sentinel may try to move a creature or object in the following manner:

Creature. The Voidwalker Sentinel can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction.  Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

Object. The Voidwalker Sentinel can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range.

If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or The Voidwalker Sentinel pulls the object away and moves it up to 30 feet in any direction.

Danse Macabre (Cost 3 Actions). Threads of dark power leap from The Voidwalker Sentinels fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a  zombie or a skeleton and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier..

Description

Curse of the Void. Few men have set eyes upon the void, fewer still have lived to tell of it. This is the curse of the void. Men of ill fated mind are drawn to its inky black nothingness. The void corrupts the weak minded, consuming their life-force while leaving a semi incorporeal shell of a man behind. After centuries of torture these shells become twisted and duty bound to the will of the void. They slowly transform into corporeal “wraith-like” knights, with the innate ability to become incorporeal on demand. 

A Lair Like no Other. There are very few actual “lairs” in which a voidwalker will take residence. Generally speaking, these areas are of significant magical or historical importance to the void. In any case, only one such lair is known to exist in the lands of Faerun. It is deep below the surface well within an ancient ruin in the underdark. Few know of its existence, fewer still know of what lies within. 

An Ancient Rumor. History tells of a man, Kelth, who was given a set of voidwalker armor by an ancient mage. She warned Kelth of the curse that was upon it, but his foolish pride took the better of him. After striking out two of his three nemesis while wearing the armor, Kelth felt invincible. On a long rest before the battle to vanquish his third and final foe, Kelth was transported to a pocket realm within the void. Thus, it was thought that Kelth’s fate was sealed. However, many years after disappearing, Kelth returned home with his armor in hand and the curse upon it broken. So it has been thought that by purifying voidwalker armor in the void itself, the curse can be removed.

Lair and Lair Actions

Voidwalker lairs can be anything from an old ruin to an abandoned cave bear den. They are often found in the depths of the Underdark and may be filled with any assortment of traps and dimension portals. While protected by a number of voidwalkers, don't be surprised to find undead, shadow monsters, and aberations hiding in the corners of these lairs as well. Be especially wary of an encounter with a Voidwalker Sentinel. Larger than your typical voidwalker, these sentinels guard the secrets held within the void, as well as access to it. They are formidable foes weaving necrotic magic, teleportation and conjurations into the many illusions that they have already perfected.

Lair Actions. An Voidwalker Sentinel can use lair actions. On initiative count 20 (losing initiative ties), the Voidwalker Sentinel can take a lair action to cause one of the following effects; the Voidwalker Sentinel can’t use the same effect two rounds in a row:

  • The Voidwalker Sentinel casts the Vortex Warp spell (at 2nd level) 
  • The Voidwalker Sentinel casts the Hunger of Hadar spell (at 3rd level)
  • The Voidwalker Sentinel casts the Summon Aberration or Spirit of Death spell (at 4th level)

 

Habitat: Underdark

GelvintheGrey

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