Voidling

Large aberration, chaotic evil

Armor Class

16

Hit Points

110 (20d10)

Speed

0 ft., fly 50 ft. (hover)

STR

15 (+2)

DEX

22 (+6)

CON

10 (+0)

INT

14 (+2)

WIS

16 (+3)

CHA

10 (+0)

Damage Immunities

necrotic

Condition Immunities

exhaustion, petrified, prone

Senses

truesight 60 ft., passive Perception 13

Saving Throws

Con +4, Int +6, Wis +7, Cha +4

Skills

Stealth +10

Languages

telepathy 60 ft.

Challenge

11 (7200 XP)

Fed by Darkness. A voidling in magical darkness at the start of its turn heals 5 hit points.

Magic Resistance. The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.

Innate Spellcasting. The voidling’s innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, fear

3/day each: eldritch blast (3 beams), black tentacles

1/day each: phantasmal force, reverse gravity

Natural Invisibility. A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.

Actions

Multiattack. The voidling makes 4 tendril attacks.

Tendril. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.

Necrotic Burst (Recharge 5-6). The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.

large
aberration
cr11
tome-of-beasts