Voidling
Large Aberration, Chaotic Evil
Armor Class 15
Hit Points 180 (24d10 + 48)
Speed walk +50
Challenge 11
Saving Throws cha +4, con +6, int +6, wis +7
Skills Stealth +9
Damage Vulnerabilities radiant
Damage Resistances False
Damage Immunities necrotic
Condition Immunities exhaustion, petrified, prone
Senses truesight 60 ft., passive Perception 13
Languages Void Speech, telepathy 60 ft.
Special Abilities
Darkness Regeneration. While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp.
Magic Resistance. The voidling has advantage on saving throws against spells and other magical effects.
Void Traveler. The voidling doesn't require air, food, drink, sleep, or ambient pressure.
Actions
Multiattack. The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
Shadow Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Shadow's Grasp (Recharge 5-6). The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage and is restrained by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source: Tome of Beasts 2023 · OGL/Open