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Voidling 2014

CR 11 aberration

Large aberration, Chaotic Evil


Armor Class
15
Hit Points
180 (24d10 + 48)
Speed
50 ft.

STR15 (+2)
DEX21 (+5)
CON15 (+2)
INT14 (+2)
WIS16 (+3)
CHA10 (+0)

Saving Throws
Constitution +6, Intelligence +6, Wisdom +7, Charisma +4
Skills
Stealth +9
Vulnerabilities
radiant
Damage Immunities
necrotic
Condition Immunities
exhaustion, petrified, prone
Senses
truesight 60 ft., passive Perception 13
Languages
Void Speech, telepathy 60 ft.
Challenge
11 (7,200 XP) · Proficiency Bonus +4

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details