Void Knight

Medium Construct, lawful evil

Armor Class 18 (natural armor)

Hit Points 153 (18d8+72)

Speed walk +20

Challenge 10

STR
22
+6
DEX
7
-2
CON
18
+4
INT
12
+1
WIS
16
+3
CHA
10
+0

Saving Throws con +8, str +1, wis +7

Skills perception +3

Damage Resistances nonmagic B/P/S attacks

Damage Immunities force, poison

Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned

Senses blindsight 120' (blind beyond), passive Perception 17

Languages Void Speech, telepathy 120'

Special Abilities

Call of the Void. If creature within 5 ft. of knight attempts to move away from it that creature: DC 13 Str save or be unable to move away from knight. If creature uses magic to move (ex: misty step or freedom of movement) it automatically succeeds.

Construct Nature. Doesn't require air food drink or sleep.

Immoveable. Can't be moved vs. its will except by magical means. In addition knight has disadvantage on Dex (Acrobatics) and Dex (Stealth) checks.

Implosive End. When Void knight dies it collapses in on itself releasing a wave of Void energy. Creature within 5 ft. of it: 18 (4d8) force (DC 16 Dex half).

Actions

Multiattack. Two Void Gauntlet attacks or three Void Bolts.

Void Gauntlet. Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d6+6) slashing damage + 18 (4d8) force. If the target is a Med or smaller creature it must make DC 16 Str save or be knocked prone.

Void Bolt. Ranged Spell Attack: +7 to hit, 120 ft., one target, 21 (4d8+3) force.

Pull of the Void (Recharge 5-6). Sends Void tendrils at up to three creatures it can see within 60' of it that are not behind total cover. Each target must make DC 16 strength Saving throw or be pulled up to 30' toward the knight. Then each creature within 5 ft. of knight takes 36 (8d8) force.

Source: Tome of Beasts 3 · OGL/Open