Voidling
Large Aberration Chaotic Evil
- Armor Class: 15
- Hit Points: 180 (24d10 + 48)
- Speed: walk 50 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: Tome of Beasts 2023, page 390
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 15 (+2) |
21 (+5) |
15 (+2) |
14 (+2) |
16 (+3) |
10 (+0) |
- Saving Throws: Con +6, Int +6, Wis +7, Cha +4
- Skills: Stealth +9
- Damage Vulnerabilities: radiant
- Damage Immunities: necrotic
- Damage Resistances: False
- Condition Immunities: exhaustion, petrified, prone
- Senses: truesight 60 ft., passive Perception 13
- Languages: Void Speech, telepathy 60 ft.
Special Abilities
- Darkness Regeneration: While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp.
- Magic Resistance: The voidling has advantage on saving throws against spells and other magical effects.
- Void Traveler: The voidling doesn't require air, food, drink, sleep, or ambient pressure.
Actions
- Multiattack: The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
- Shadow Tendril: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
- Necrotic Bolt: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
- Shadow's Grasp (Recharge 5-6): The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage and is restrained by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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