Voidling 2014
CR 11 aberration
Large aberration, Chaotic Evil
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.
The voidling has advantage on saving throws against spells and other magical effects.
The voidling doesn’t require air, food, drink, sleep, or ambient pressure.
Actions
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.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
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.
Other versions
Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details