Medium Aberration, Neutral Evil
Armor Class 18 natural
Hit Points 108 (12d8 + 48)
Speed 5 ft., fly 45 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws STR +7, CON +8, WIS +9
Skills Perception +9
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Prone
Senses Blindsight 60ft., Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Black Mirror. The voidseer's main eye functions as a window to the void, a vision of pure emptiness. At the start of the voidseer's turn, the direction it is facing must be declared. Anyone who is within a 60ft. cone in front of the voidseer has disadvantage on all saving throws while in the cone of influence, as the gaze of the abyss drains body and mind. 

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage and 16 (4d6) necrotic damage.

Eye Rays. The voidseer shoots up to three of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

  • Confusion Ray. The target must succeed on a DC 18 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
  • Paralyzing Ray. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Fear Ray. The target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the witness is visible to the target, ending the effect on itself on a success.
  • Vacuum Ray. The target must make a DC 18 Constitution saving throw, or begin suffocating as all the air is ripped from their space. A suffocating creature may only take a move action or standard action. The saving throw is repeated at the end of each turn. If the target suffocates for a number of rounds equal to their constitution modifier, they immediately begin dying and the effect ends.
  • Void Ray. The target must make a DC 18 Dexterity saving throw, taking 30 (5d10) force damage and 30 (5d10) cold damage on a failed save, or half as much damage on a successful one.

Destroy Food and Water. The voidseer magically destroys food and water within 60ft of it.

Reactions

Spell Reflection. If the voidseer makes a successful saving throw against a spell, or a spell attack misses it, the witness can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the witness. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Description

A voidseer is a far more fearsome spectator, one warped and suffused with the energy of the void. Some spectators, with their constant feelings of inequity, will turn to whatever means possible to bridge that gap. Consumed by the essence of nothing, the spectator loses all sense of ego, becoming a herald and witness to the encroaching darkness. One should always take caution when gazing into the abyss, for the abyss always gazes back.

Monster Tags: DemonBeholder

Habitat: Underdark

Elsymir

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