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.