Void Elemental

by Hollowed Kingdoms

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Void Elemental

Large elemental, neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 90 (10d8 + 30)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Vulnerabilities Radiant
  • Damage Immunities Necrotic
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Primordial
  • Challenge 5 (1,800 XP) Proficiency Bonus +3


Liquid Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Burning Light. If the elemental takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Snuff out the light. This elemental is drawn to light and will first attack a creature that is emitting light.

Piercing Shriek. On initiative 20, of the first round of combat only, this creature can use it's reaction to use this ability. Each creature within 30 feet of the elemental that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.

Actions

Tendrils. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) necrotic damage.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) necrotic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Game Credit

This Subclass was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.
Designed by: Kara
Edited by: @Darksnowman13
Art by: Hexabeast

 

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