Fear Aura. Any creature hostile to the voidling that starts its turn within 20 feet of another voidling must make a DC 21 Wisdom saving throw, unless the voidling is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the voidling's Fear Aura for the next 24 hours.
Magic Resistance. The voidling has advantage on saving throws against spells and other magical effects.
Magic Weapons. The voidling's attacks are magical.
Innate Spellcasting. The voidling's spellcasting ability is Intelligence (spell save DC 21). The voidling can innately cast the following spells, requiring no material components:
At will: detect magic, eldritch blast
3/day each: hold monster, jump
Multiattack. The voidling makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 6) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 6 (1d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 4) slashing damage.
Description
I small insect like creature summoned from the Void. Purple, emitting an evil aura, Voidlings typically stay in groups because of their tiny sizes.







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