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Harbingers of the Yawning Void: Followers and Minions

Harbingers of the Yawning Void: Followers and Minions

Those who serve the Yawning Void are terrifying to those not loyal to the cult. Nihilistic and apparently suicidal, they think nothing of sacrificing themselves or anyone else to bring the world just a hair’s breadth closer to the brink of utter destruction. Yet they are not simply bloodthirsty murderers. Their leaders teach the dissolution of the ephemeral that keeps the world together, that creeds and codes are just as solid as anything else. So weaken faith, erode trust, make people think honor is pointless, fraying these cords that help bind the universe together is just as important as death and destruction, perhaps more so. Guiding others to their own self-destruction is often easier than bringing down a blade. This makes the Yawning Void more insidious and dangerous than the threat of mere slaughter. What are the deaths of people compared to the death of hope itself?

For rank-and-file members of the cult, you can use the void cultist, and the void speaker makes an excellent cult leader (both found in the Creature Codex). The satarre destroyer and satarre mystic from Tome of Beasts 2 can function as more powerful members of the cult. The following NPCs can also be used as cultist minions, intermediaries, and low-level leaders of the Harbingers of the Yawning Void.


Shorter and slighter than most satarre, these natural saboteurs slip into places unnoticed to sabotage and spoil. They can also beguile unwary opponents into thinking them harmless or even allies, walking invited into an enemy camp to unravel defenses and bring the dark of the Yawning Void crashing down in their wake.


Medium humanoid (satarre), neutral evil
Armor Class 13
Hit Points 65 (10d8 + 20)
Speed 30 ft.

12 (+1)16 (+3)15 (+2)12 (+1)13 (+1)17 (+3)

Skills Deception +5, Perception +3, Stealth +5
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 13
Languages Common, Void Speech, plus one additional language
Challenge 3 (700 XP)

Dark Step. The infiltrator magically teleports, along with any equipment they are wearing or carrying, up to 40 feet to an unoccupied space they can see, so long as they start in dim light or darkness and the space in which they arrive is also in dim light or darkness. Before or after making a Dark Step, the infiltrator can make one void claw attack. If the infiltrator does not make an attack, after it moves it can use the Hide action as a bonus action.

Void Strength. The infiltrator has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Void Strike. If the infiltrator has advantage on an attack, they deal an additional 2d8 necrotic damage on a successful hit.

Void Weapons. The infiltrator’s weapons are magical. When the infiltrator hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack).


Void Claw. Melee Weapon Attack: +4 to hit, 5 ft. reach, one target. Hit: 4 (1d6 + 1) slashing damage plus 4 (1d8) necrotic damage.


Some warlocks strike their bargains with the ancient gods that lie in the black places between the stars. Drawn to the Harbingers of the Yawning Void by dark dreams, they lend their powers to the cult, reveling in the might they receive and their ability to assist in the unmaking of the world.

Void-Bound Warlock

Medium humanoid (any), chaotic evil
Armor Class 13 (studded leather)
Hit Points 117 (18d8 + 36)
Speed 30 ft.

12 (+1)12 (+1)14 (+2)13 (+1)9 (−1)17 (+3)

Saving Throws Charisma +7, Wisdom +3
Arcana +5, Intimidation +7, Perception +3
Senses passive Perception 13
Languages Common, Void Speech, plus any racial languages
Challenge 7 (2,900 XP)

Feed the Void. When the void-bound warlock reduces an enemy to 0 hit points, they gain 12 temporary hit points.

Insane. The void-bound warlock has advantage on saving throws against being charmed or frightened.

Spellcasting. The void-bound warlock is a 9th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They have two 5th-level spell slots, which they regain after finishing a short or long rest, and know the following warlock spells:

  • Cantrips (at will)—claws of darkness*, eldritch blast, minor illusion
  • 1st level: charm person, expeditious retreat, proselytize*
  • 2nd level: mirror image, vomit tentacles*
  • 3rd level: counterspell, fly
  • 4th level: dimension door, servant of doom*
  • 5th level: hold monster

*This spell can be found in Deep Magic.


Multiattack. The void-bound warlock makes two attacks with its spear.

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Channel the Void (recharge 56). When the void-touched warlock takes damage from a weapon or spell attack, the black of the void erupts from the wound, manifesting as tentacles of darkness that lash out at anyone in the vicinity, friend or foe. Melee Weapon Attack: +5 to hit, reach 10 ft., all creatures within 10 feet. Hit: 9 (2d8) cold damage and 9 (2d8) necrotic damage.


The lowest-level members of the cult are known as Witnesses of the Yawning Void, or simply Witnesses. A Witness has been exposed to a brief glimpse of the great darkness beyond, and it has broken them. A Witness is bound to the cult by being released from any other connection to the world as their mind has been sent spiraling into madness. They typically appear bedraggled and wild-eyed. One notable feature are the eyes, which will be red-rimmed and often crying. At later stages of their indoctrination, these may be tears of blood. Sometimes their eyes even weep liquid darkness. Having not yet fully internalized the emptiness of the Void, it can sometimes be seen reflected in their eyes with devastating effects for those that meet their gaze.


Medium humanoid (any), chaotic evil
Armor Class 12 (leather armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

14 (+2)12 (+1)15 (+2)9 (−1)10 (+0)12 (+1)

Skills Athletics +5, Stealth +4
Damage Resistances psychic
Senses passive Perception 11
Languages Common, Void Speech
Challenge 1/2 (100 XP)

Insane. The Witness has advantage on saving throws against being charmed or frightened.

Reflection of the Void (Recharge 6). When a creature starts its turn within 30 feet of the Witness, the creature must make a DC 12 Charisma saving throw as long as the Witness isn’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened until the Witness’s next turn. If the creature fails its save by 5 or more, it suffers short-term madness.


Multiattack. The Witness makes two attacks with its morningstar.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


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