Void Mass

by FinalFerret

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Void Mass

Large elemental, chaotic evil


  • Armor Class 8
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 7 (-2) 19 (+4) 5 (-3) 7 (-2) 14 (+2)

  • Saving Throws Str +8, Con +7
  • Damage Vulnerabilities radiant
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, poisoned, unconscious
  • Senses darkvision 120 ft., passive Perception 8
  • Languages
  • Challenge 7 (2,900 XP)

Radiant Aversion. If the void mass takes radiant damage, it is blinded until the end of its next turn, and can't use Life Drain or Take the Fallen until it is no longer blinded in this way.

Shadows of the Void. The void mass darkens bright nonmagical light to dim light in a 15-foot radius around itself, and turns dim nonmagical light to darkness within the same radius.

Actions

Multiattack. The void mass can use its Crushing Force, and then make two claw attacks.

Claw. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage. Instead of dealing damage, the void mass can choose to grapple the target (escape DC 15). The void mass has two claws, each of which can grapple one target. While it is holding a target in its claw, it can only attack that creature with the claw.

Crushing Force. Each Large or smaller creature within 30 feet of the void mass must make a DC 13 Strength saving throw, being pulled up to 10 feet towards the void mass on a failure, or 5 feet on a success. A creature that ends this forced movement within 5 feet of the void mass takes 13 (2d10 + 2) bludgeoning damage.

Life Drain. Each non-construct creature of the void mass's choice within 15 feet of it must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failure, or half as much damage on a success. The void mass regains hit points equal to half the damage dealt.

Optional Action: Take the Fallen. The void mass consumes the corpse of one creature that died within the last minute within 5 feet of it. A creature whose corpse is absorbed in this way cannot be revived by any means short of a wish or true resurrection spell. The void mass gains 3 (1d6) temporary hit points per Hit Die the creature had, and has advantage on attack rolls while it has these temporary hit points.

Adding this action to its repertoire will make a void mass a greater threat when near powerful creatures that have already been slain, or especially dangerous to parties who rely on resurrecting their slain frontliners at the end of every battle.


 

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