| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +43 |
| DEX | 30 | +10 | +53 |
| CON | 30 | +10 | +53 |
| Mod | Save | ||
|---|---|---|---|
| INT | 30 | +10 | +33 |
| WIS | 30 | +10 | +33 |
| CHA | 20 | +5 | +28 |
Each time the Devourer deals damage, it gains 1 Void Charge (maximum 5).
At 3 Charges: + 20 AC , any hit your opponent uses are now 1 hit point
At 5 Charges: Advantage on all attack rolls
Creatures within 10 feet treat the area as difficult terrain.
Any creature that starts its turn in this area takes 15 (4d20) force damage.
As a bonus action, the Devourer becomes partially intangible until the start of its next turn.
While in this state:
- It has resistance to all damage
- It can move through creatures and objects as if they were difficult terrain
The Devourer makes two Void Claw attacks.
Melee Weapon Attack: +40 to hit, reach 10 ft., one target.
Hit: 30(4d10 + 4) slashing damage plus 10(2d6) force damage.
The Devourer targets up to three creatures it can see within 30 feet.
Each target must make a DC 40 Strength saving throw.
On a failed save:
- Takes 22 (4d20) force damage
- Is knocked prone
On a success:
- Takes half damage and is not knocked prone
void claw extra
Melee Weapon Attack: +30 to hit, reach 5 ft., one target.
Hit: 40(2d20+4) necrotic damage.
The Devourer regains hit points equal to the necrotic damage dealt and gains 3Void Charge.
All creatures within 20 feet must make a DC 30 Dexterity saving throw.
On a failed save:
- Take 27 (6d8) force damage
- Are pulled to the center
- Are restrained until the end of their next turn
On a success:
- Take half damage and are not restrained
Reaction Name. Void Counter
When a creature within 10 feet hits this creature with an attack, it can lash out with void energy. The attacker must make a Dexterity saving throw (DC 30). On a failed save, it takes 3d20 necrotic damage and is pushed 10 feet away. On a success, it takes half damage and is not pushed.
The Void-Cultivated Devourer 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. The Void-Cultivated Devourer regains spent legendary actions at the start of its turn.
If the Devourer reduces a creature to 0 hit points, it regains 1 spent legendary action.
void strike (cost :1 action)
The Devourer makes one Void Claw attack.
2. Gravitational Pull (Cost: 1 Action)
The Devourer targets one creature it can see within 30 feet. The target must succeed on a Strength saving throw (DC 15) or be pulled up to 20 feet toward the Devourer and knocked prone.
3. void plam
your opponents ac will drop to 20 . Roll a save dc wisdom (dc 30) , failed damage you take half damage for 3 rounds . Success damage is half
Mythic Actions
If the creature’s Mythic Trait is active, it can use the options below as legendary actions for 1 hour after activating its mythic state.
The creature can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The creature regains spent mythic actions at the start of its turn.
Void Strike (Costs 1 Action). The creature makes one attack. On a hit, the attack deals an additional 2d8 force damage.
Warp Step (Costs 1 Action). The creature magically teleports up to 30 feet to an unoccupied space it can see.
Gravitic Crush (Costs 2 Actions). Each creature within 10 feet must succeed on a Strength saving throw (DC = 8 + proficiency bonus + relevant ability modifier) or take 3d10 force damage and be knocked prone. On a success, they take half damage and are not knocked prone.
Devour Essence (Costs 3 Actions). The creature targets one creature it can see within 30 feet. The target must make a Constitution saving throw. On a failure, it takes 4d10 necrotic damage, and the creature regains hit points equal to half the damage dealt.
Description
A being forged through forbidden cultivation techniques, the Void-Cultivated Devourer has transcended mortal limits by binding its essence to the endless expanse of the void. Its body appears fractured, as though reality itself struggles to contain it, with dark tendrils of cosmic energy leaking from its form.
The Devourer feeds not only on flesh, but on vitality, energy, and even the essence of existence. Each enemy it defeats strengthens its connection to the void, allowing it to grow in power mid-battle. Its presence distorts space, making movement unpredictable and escape nearly impossible.
Scholars believe these entities were once mortal cultivators who sought ultimate power, only to lose themselves completely. Now, they exist as apex predators of the cosmic abyss, hunting anything strong enough to further their evolution.
Lair and Lair Actions
The creature’s lair exists in a space where reality is weakened—such as a void rift, collapsed temple, or astral fracture. Gravity bends unnaturally, shadows stretch beyond their source, and faint whispers echo from unseen dimensions.
The area within 1 mile of the lair is warped by the creature’s presence, creating the following effects:
• Light is dimmed; bright light becomes dim light, and dim light becomes darkness.
• Creatures that complete a long rest within the area must succeed on a Wisdom saving throw or gain unsettling visions, imposing disadvantage on their first attack roll or ability check the next day.
• Small objects occasionally float or drift as gravity fluctuates.
If the creature dies, these effects fade over the course of 1d10 days.
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take one lair action to cause one of the following effects; the creature can’t use the same effect two rounds in a row:
Void Pulse. A wave of force erupts from a point the creature can see within 60 feet. Each creature within 15 feet of that point must make a Constitution saving throw. On a failure, it takes 3d8 force damage and is pushed 10 feet away. On a success, it takes half damage and isn’t pushed.
Grasping Darkness. Shadows in a 20-foot radius become solid and restraining. Creatures of the creature’s choice in that area must succeed on a Strength saving throw or be restrained until the end of their next turn.
Warped Space. The creature twists space in a 30-foot area it can see. The area becomes difficult terrain, and any creature that moves more than 10 feet within it must succeed on a Dexterity saving throw or fall prone.
Void Rift. A small tear in space opens at a point the creature can see within 60 feet. The next creature that enters a space within 10 feet of the rift must succeed on a Dexterity saving throw or take 4d6 force damage and be teleported to a random unoccupied space within 30 feet.
Regional Effects
The region containing the creature’s lair is warped by its presence:
• Creatures occasionally hear whispers or feel watched, even when alone.
• Reflections appear delayed or distorted.
• At night, faint cosmic patterns or void-like cracks appear in the sky.
These effects fade 1d10 days after the creature’s death.
Previous Versions
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4/19/2026 1:14:32 AM
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Coming Soon
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