Void Devourer

Old cultic tomes call it the Hollow of Stars or the Maw Beyond Light. Legends say a Void Devourer once fed beneath a capital city for a decade before the ground itself caved in; survivors speak of people stepping into silence and never returning.

HP297AC20SPD40 ft., fly 60 ft. (hover)CR18 (20,000 XP)PerceptionStealthIntimidation
STR
23
save
DEX
18
save
CON
21
save
INT
16
WIS
18
save
CHA
20
save
Siphoning Maw. The Void Devourer does not require air, food, or sleep. It can endow its attack with a siphon that reduces a creature's maximum hit points. If a creature's maximum hit points are reduced to 0 by this effect, it dies and the Void Devourer may consume it to regain hit points.
Void Sight. The Void Devourer can see through illusions and magical darkness and is immune to being blinded. It can also sense planar rifts and thin places within 1 mile.
Devouring Hold. If a creature ends its turn grappled by the Void Devourer, that creature takes 14 () necrotic damage and must succeed on a Constitution saving throw or lose 5 maximum hit points until they finish a long rest.
Multiattack. The Void Devourer makes three attacks: one bite and two tendril strikes.
Void Maw (Bite). Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 28 () piercing plus 18 () necrotic damage. If the target is a creature, it must succeed on a Strength saving throw or be grabbed (escape ). While grabbed, the target is restrained and takes 14 () necrotic damage at the start of each of the Void Devourer's turns as its life force is leeched toward the creature. If the target is reduced to 0 hit points while grabbed, the Void Devourer consumes it: the target is slain, and the Void Devourer regains hit points equal to the slain creature's maximum hit points (this does not stack beyond the Void Devourer's hit point maximum).
Grasping Tendril. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 16 () bludgeoning plus 9 () force damage. On a hit the target must succeed on a Dexterity saving throw or be pulled up to 20 feet toward the Void Devourer and knocked prone.
Devouring Rift. Recharge 5-6. The Void Devourer tears open a ragged seam in reality in a 60-foot line that is 10 feet wide. Each creature in the line must make a Dexterity saving throw, taking 66 () necrotic damage and 22 () force damage on a failed save, or half as much on a successful one. Creatures that fail the save are also pulled 30 feet toward the point where the seam opens and come under the effect of a siphon: they lose 10 maximum hit points. A creature reduced to 0 maximum hit points by this effect is devoured (as by the Void Maw) and slain.
Legendary Resistance. When the Void Devourer fails a saving throw, it can choose to succeed instead. It has three uses of this ability and regains all uses at dawn.
Absorb Magic. When the Void Devourer is targeted by a spell that deals damage or would teleport it, it can use its reaction to attempt to absorb the effect. It makes a DC equal to the spell's save DC Constitution saving throw; on a success the spell's damage is negated and the Void Devourer regains hit points equal to half the absorbed damage (spells that do not deal damage are suppressed and stored as a charge usable by the Void Devourer within 1 minute).
Tendril Strike. Tendril Strike. The Void Devourer makes one Grasping Tendril attack.
Void Step (Costs 2 Actions). Void Step. The Void Devourer teleports up to 60 feet to an unoccupied space it can see, passing through creatures and thin walls. Creatures adjacent to its departure or arrival space must succeed on a Constitution saving throw or take 14 () necrotic damage.
Siphon Pulse (Costs 3 Actions). Siphon Pulse. The Void Devourer emits a pulse. Each creature of its choice within 30 feet must succeed on a Wisdom saving throw or take 21 () psychic damage and have its spell concentration checks penalized by -4 for 1 minute. On a successful save a creature takes half damage and does not suffer the concentration penalty.
Cantrips
Innate Spellcastingdivination/necromancy At will: detect magic, detect thoughts (single target, at reduced potency), darkness. 3/day each: blight, plane shift (self only to escape), dispel magic. 1/day: finger of death.
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