An Isekai story featuring you and a Dark Lord! And a... Lich King?! And a... Demon Lord too?! Oh no.
Played | 176 times |
Cloned | 6 times |
Created | 15 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Description
The Void Gazer is a terrifying entity that embodies the emptiness and destructive potential of the void between dimensions. With a swirling mass of inky blackness and a single, enormous crimson eye, it lashes out with shadowy tendrils, causing dread and chaos in its wake. This mini-boss is a fragment of an abyssal entity, drawn into Kavrix during a catastrophic magical experiment, and seeks to consume the energies of this realm, warping reality around it.
Size | Large |
Type | Fiend |
CR | 6 |
XP | 2300 |
Languages | Understands the void but cannot speak |
Armor Class | 13 |
HP Range | 90 - 90 (Avg: 90) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Dimensional Shear (1/day)
The Void Gazer tears a rift in reality in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a successful one. The area becomes unstable terrain for 1 round; any creature that starts its turn there must succeed on a DC 14 Dexterity saving throw or be teleported to a random location within 60 feet.
Multiattack
The Void Gazer makes two shadow tendril attacks.
Reality Warp (Recharge 5-6)
The Void Gazer warps reality in a 20-foot radius centered on itself. Each creature in that area must make a DC 14 Dexterity saving throw or take 14 (4d6) force damage and be knocked prone. The area becomes difficult terrain until the end of the Void Gazer's next turn.
Shadow Tendril
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) necrotic damage plus 4 (1d8) acid damage.
Void Gaze
The Void Gazer fixes its gaze on one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be frightened for 1 minute. While frightened, the target's speed is halved, and it has disadvantage on attack rolls and ability checks. The target can repeat the saving throw at the end of each of its turns.