
The entropic creatures of the Deep Void are as unknowable as they are deadly. They look for cracks caused by ancient destructive magics, that lead to mortal realms in the Ten Thousand Worlds. Void creatures seep and creep through these crevices to spread chaos and death. Here are two new examples of Void creatures your adventurers may have the misfortune to face.
Find more void creatures in the Tales of the Valiant Monster Vault and check out these spells from the Void.
Void Shadow
A black pool of shadow, like a malevolent black patch of oil, seeps from a deep rift in reality, and glides along a musty dungeon wall, seeking the warmth and life energies of living mortals.
Hidden Foes. Void shadows lurk in dark, abandoned ruins, appearing as dark pools or holes on floors, walls, and ceilings, waiting to lash out with their amorphous tendrils and drain the life force from an unsuspecting victim. After a successful surprise attack, a void shadow will attempt to meld with the target’s mundane shadow, and strike from behind and below its victim, like an amorphous, deadly parasite.
VOID SHADOW CR 4
Medium Aberration
Armor Class 15 (natural armor)
Hit Points 91
Speed 30 ft., climb 30 ft.
Perception 8 Stealth 16
Vulnerable radiant
Resistant acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks | Aberrant Resilience
Immune necrotic, poison | exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., tremorsense 10 ft.
Languages Void Speech, telepathy 30 ft.
STR | DEX | CON | INT | WIS | CHA |
−2 | +4 | +4 | −2 | −2 | −1 |
Aberrant Resilience. The void shadow is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form.
Amorphous Nature. The void shadow can move through a space as narrow as 1 inch wide without squeezing. The void shadow can climb difficult surfaces, including upside down on ceilings, at normal speed, without needing to make an ability check.
Sunlight Weakness. While in sunlight, the void shadow has disadvantage on attack rolls, ability checks, and saves.
Void Dweller. The void shadow doesn’t require air, food, drink, sleep, or ambient pressure, and it’s immune to the effects of Void terrain. In addition, it can fly through the Void as if through air.
Void Regeneration. While in an area of dim light or darkness, the void shadow regains 2 HP at the start of its turn if it has at least 1 HP.
ACTIONS
Void Drain. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage, and the target must make a DC 13 CON save, or the target’s CON score is reduced by 1d4. The target dies if reaches CON 0. Otherwise, the reduction lasts until the target finishes a long rest or is cured by restoration magic. If a Humanoid dies from this CON attack, a new void shadow rises from the corpse 1d3 hours later.
BONUS ACTIONS
Void Step (Recharge 5-6). As a bonus action, the void shadow can teleport from one shadow to another shadow it can see within 120 feet. If the space is occupied, the creature in the target space and the void shadow are flung into two opposing, unoccupied squares 10 feet apart. Both the creature must succeed on a DC 13 CON save or become prone and stunned until the end of their next turn.
Void Affliction. One creature the void shadow can see within 30 feet of it must succeed on a DC 13 WIS save or the void shadow bonds with the target’s shadow for 1 minute. While bonded with the target’s shadow, the void shadow can attack the target with advantage, and the target attacks the void shadow with disadvantage. The void shadow must make a CON save to maintain concentration on this effect whenever it suffers radiant damage, and it cannot use this ability in sunlight.
Void Stealth. While in dim light or darkness, the void shadow can take a Dash, Disengage, or Hide bonus action.
Void Mimic
A hateful green eye appears on the rippling surface of a barrel of oil. Then another eye opens, and another still. With startling speed, the calm pool of dark liquid becomes a pseudopod-wielding aberration.
Amorphous Ambushers. Horrific descendants of a mimic cast into the Deep Void ages ago, these stealthy predators can copy the appearance of deep shadows or pools of dark liquids, such as oil or wine. They resemble amorphous black blobs with long ebon tendrils that wave hungrily when attacking.
Lurking Hunters. While barely sentient, void mimics are canny predators. They lurk in the darkest areas of dungeons, wildernesses, or urban environments, assuming innocuous shapes resembling dark pools or shadows, in order to surprise their prey.
VOID MIMIC CR 6
Medium Monstrosity (Shapechanger)
Armor Class 13 (natural armor)
Hit Points 101
Speed 35 ft., climb 20 ft.
Perception 12 Stealth 15
Vulnerable radiant
Resistant grappled | Monstrosity Resilience, Void Resilience
Immune acid | prone
Senses keensense 60 ft.
Languages —
STR | DEX | CON | INT | WIS | CHA |
+3 | +1 | +2 | −3 | +1 | −1 |
Amorphous Void. The void mimic can move through a space as narrow as 1 inch wide without squeezing. The void mimic can climb difficult surfaces, including upside down on ceilings, at normal speed, without needing to make an ability check.
False Appearance (Object Form Only). While the void mimic remains motionless, it is indistinguishable from an ordinary object.
Grasp of the Void. The void mimic adheres to anything that touches it. A Large or smaller creature adhered to the void mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
Grappler. The void mimic has advantage on attack rolls against any creature grappled by it.
Monstrosity Resilience. The void mimic is resistant to exhaustion and to the frightened condition.
Sunlight Weakness. While in sunlight, the void mimic has disadvantage on attack rolls, ability checks, and saves.
Void Dweller. The void mimic doesn’t require air, food, drink, sleep, or ambient pressure, and it’s immune to the effects of Void terrain. In addition, it can fly through the Void as if through air.
Void Resilience. The void mimic is resistant to the paralyzed and stunned conditions, and it has advantage on saves against spells or effects that would alter its form. The void mimic is immune to the charmed and frightened conditions, poison damage, to exhaustion, and to the poisoned and prone conditions.
ACTIONS
Multiattack. The void mimic makes two Pseudopod attacks. If it is grappling a creature, it can replace one Pseudopod attack with a Bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 11 (2d8 + 2) piercing damage plus 9 (2d8) necrotic damage.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 7 (2d4+2) necrotic damage.
BONUS ACTIONS
Change Shape. The void mimic transforms into a Large or smaller dark, liquid object or back into its true, amorphous form, which is a Monstrosity. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
REACTIONS
Prey Shield. When a creature the void mimic can see hits it with an attack while it is grappling a creature, the void mimic can roll the grappled creature in front of the blow, forcing the grappled creature to take the damage instead.