Voidling

Voidling

Large aberration, chaotic evil
  • Armor Class 16 ()
  • Hit Points 110 (20d10)
  • Speed 0 ft., fly 50 ft.
  • STR
    15 (+2)
  • DEX
    22 (+6)
  • CON
    10 (+0)
  • INT
    14 (+2)
  • WIS
    16 (+3)
  • CHA
    10 (+0)
  • Saving Throws Con +4, Int +6, Wis +7, Cha +4
  • Skills Stealth +10
  • Damage Immunities necrotic
  • Condition Immunities exhaustion, petrified, prone
  • Senses truesight 60 ft., passive Perception 13
  • Languages telepathy 60 ft.
  • Challenge 11 (7,200 XP)
  • Fed by Darkness. A voidling in magical darkness at the start of its turn heals 5 hit points.
  • Magic Resistance. The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.
  • Innate Spellcasting. the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:

    at will: darkness, detect magic, fear

    3/day each: eldritch blast (3 beams), black tentacles

    1/day each: phantasmal force, reverse gravity
  • Natural Invisibility. A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.

Actions

  • Multiattack. The voidling makes 4 tendril attacks.
  • Tendril. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.
  • Necrotic Burst (Recharge 5-6). The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.