Voidling 2014
CR 11 aberration
Large aberration, chaotic evil
A voidling in magical darkness at the start of its turn heals 5 hit points.
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
The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.
A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.
Actions
The voidling makes 4 tendril attacks.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.
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.
Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban
Other versions
Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details