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Denizens of the Void

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Doran's & Dragons

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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Table Of Contents
Topic Page
Part 1 - Character Options 1
Otherworldly Patrons 1
The Void 1
Part 2 - Creature Statistics 2
Voidborn 2
Voidling 3

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Voidlurker 3
Voidhulk 3
Part 3 - Magic Items 4

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Forbidden Idol 4
Abyssal Mask 4
Luden's Echo 4

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Malefic Visions
Otherworldly Patrons At 1st level, you may afflict a creature with visions of entropy
At 1st level, a warlock gains the Otherworldly Patron feature. and the bleak unending expanse of the Void. As a bonus
The following option is available to a warlock, in addition to action, choose one creature you can see within 60 feet of you
those offered in the Player’s Handbook: the Void. that you have caused force, necrotic, or psychic damage to
this turn. The target is afflicted for 1 minute. Until the
The Void affliction ends, the target suffers the following effects:
The Void is an expansive manifestation of true entropy of the The creature has disadvantage on all Intelligence checks.
universe. It has one unending, unceasing goal and that is the At the end of the creature's turn, it must succeed on an
complete oblivion of all existence. To gain a foothold in the Intelligence saving throw or take 1d6 psychic damage. On
world, the Void reaches out to seduce mortals and beckon a successful save, no damage is taken. This damage
them with the power that eternal unreality offers. There is a increases when you reach higher levels: 2d6 at 11th level

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profound sense of freedom that true nothingness provides. and 3d6 at 17th level.
Being touched by the energies of the Void has physically When the creature afflicted by your Malefic Visions dies,
altered you in some way. At your option, you can pick from or you can afflict a different creature you can see within 10 feet
roll on the Void Warlock Quirks table to create a quirk for of the previously afflicted creature. This resets the duration of

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your character. Malefic Visions. You can't use this feature again until you
Void Warlock Quirks finish a short or long rest.
d4 Quirk
Call of the Void
1 Your eyes glow with a faint purple light. At 1st level, anytime a creature must make a Constitution
2 Your skin turns to a pale blue. saving throw to maintain concentration on a spell as a result
of force, necrotic, or psychic damage taken from you, it
3
You often slip out of focus and stare off into empty makes that saving throw at disadvantage.
space.
Void Swarm
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Void Features
Warlock
lines on them.
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Your exposed body parts have strange dark purple
Starting at 6th level, your connection to the Void deepens,
allowing you to use an action to summon two lesser void
entities. See these creatures' game statistics in the Voidling
stat block.
In combat, Voidlings share your initiative count, but they
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Level Feature
takes their turns immediately after yours. On your turn, you
1st
Expanded Spell List, Malefic Visions, Call of can verbally command Voidlings where to move and who to
the Void Attack (no action required by you).
6th Void Swarm Starting at level 11, you can summon 3 Voidlings using an
action. At level 17, this number increases to 4.
10th Void Shift You may have a number of Voidlings equal to the amount
14th Nether Grasp you can summon per action. Any attempt to summon an
additional voidling will result in the banishment of an existing
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Expanded Spell List Voidling back to the Void.


The Void lets you choose from an expanded list of spells Void Shift
when you learn a warlock spell. The following spells are Starting at 10th level, your body is innately pulled towards
added to the warlock spell list for you. the Void. You gain resistance to psychic damage. When you
Void Expanded Spells are dealt damage after not taking damage for 1 minute, you
have resistance to that damage. If you have not taken damage
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Spell Level Spells within 1 minute, you have advantage on saving throws
1st dissonant whispers, shield against being charmed and frightened.
2nd detect thoughts, phantasmal force Nether Grasp
3rd bestow curse, protection from energy Starting at 14th level, you can use this feature to unleash a
4th phantasmal killer, resilient sphere
torrent of bright purple void energy from your eyes to assault
a target's mind.
5th antilife shell, contagion As an action, choose one creature you can see within 30
feet. The target must succeed on an Intelligence saving throw
or it is paralyzed until the start of your next turn. A target
afflicted with Malefic Visions automatically fails this saving
throw and takes 10d6 psychic damage.
If you move, perform any action, or take damage from any
source, the creature is no longer paralyzed.
Once you use this feature, you can't use it again until you
finish a long rest.
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Voidborn Voidhulk
Creatures of the Void are dark aberrations, brought into this Faint, pitter patter footsteps always raced by the slumbering
world through the many Void Rifts opened by those mortals voidhulk as it nestled underground. These small, quick
who have given themselves over to the Void. Commonly creatures were not worth the chase for such a tiny meal.
encased within a thick purplish carapace, these creatures Often what sent them scurrying was worth the effort though.
have a seemingly mindless urge to consume and adapt. Two sets of thick, heavy footsteps pounded the earth and the
These adaptations drastically alter the void from their creaking of a wagon's wheel echoed down to the voidhulk,
earliest stage, the Voidling. The enemies that voidlings which stirred and brought its full attention to the sounds
overcome inform the creature it evolves into later. Though above.
every voidling's evolution is different, cited examples show The earth snarled in protest as the voidhulk sundered a
that we can classify them into broad categories in an attempt path for itself straight up. As its thick, clawed hands cleared
the ground they instantly found purchase on the warhorses.

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to identify their capabilities. Terrified whinnies and bone breaking crunches were heard
Voidling as the warhorses were slammed together. The warhorses
went silent. The voidhulk settled in the pocket of scattered
A voidling skittered from its hiding place, dashing quickly to a earth it had created and began to eat, ignoring the wagon

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bird that had landed in a thickened patch of mud. The bird entirely.
struggled to free itself as the voidling lunged at it and started Men stared on initially in horror, overwhelmed by how
biting, it's small teeth oozing with bright purple energy. The quickly the voidhulk emerged and killed their steeds. The
bird wilted as the voidling quickly devoured it's meal. Briefly rasping of swords exiting their sheathes sounded like the war
satiated, the voidling's dim purple eyes glowed bright for a cry of a large metal bird. As one, the small squad of knights
brief moment as the top of it's carapace split open and two rushed the creature, intent on slaughtering it quickly while it
insect-like wings unfurled and began to buzz. was distracted with its meal.
Ravenous Hunger. Voidlings have an insatiable appetite Nearly in unison, all six knights struck. Sparks of violet
and seek to consume as much biomass as possible to further erupted as their swords scraped harmlessly against the
their evolution. voidhulk's dark purple hide. As it slowly turned towards them
Metamorphosis. Voidlings do not remain in this larval in response, the hide was revealed to be several layers of
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stage for long. Once they devour a significant amount they
will begin to evolve into the adult stage of a voidborn
creature, taking on the common traits of the consumed.
thickened carapace, each piece of the carapace moving and
adjusting like living plates of armor.
It discarded the horses during the turn and opened a
massive jaw and two lower mandibles, each coated with
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Voidlurker sharp, deadly teeth. The voidhulk let out a surprisingly shrill
Prey is always so much more plentiful in the warmer months. cry for a creature as large as it was and lunged forward with
The humans come with their equipment, foolish attire and speed unbecoming of its size. Three men went down
flawed understanding of the jungle they so casually strolled. instantly. Those teeth bypassed the hardened steel like it was
There is the hunter, and the hunted. tissue paper. The creak and whine of the metal being torn
So used to being the former, they never knew how to act from both tooth and claw would've set any person on edge.
when the situation was reversed. As they set up camp one or The squad was dispatched quickly. The voidhulk lumbered
two get the goosebumps along their flesh of their olfactory back into its hole and simply tore the earth beneath the fresh
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response warning them a threat is present. They ignore it. kills, the food avalanching down into the tunnel where it
The leaves barely stir as the voidlurker watches from the continued its previously interrupted meal.
canopy above, waiting for the fools to isolate themselves for
it.
Night comes on, and the humans are back from a day of
"hunting". Small game dots their camp as they clean and
cook the day's catches for sustenance. One excuses himself
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to fetch wood for a fire. The voidlurker followed, careful to


keep clear of sight and sound of the other humans. As the
human stepped forward to pickup some loose stick he heard
a crack and turned to look behind him in apprehension.
Nothing was there. He stared down and noticed he the
source of the sound was a stick he had cracked himself. As he
bent forward to pick it up, a face of dark purple melted out of
the air into visibility. Glowing green eyes and a mouth of
sharp teeth looked back at him and his throat seized up. He
felt a sharp pain in his gut and looked down.
A long white serrated claw had pierced his torso through
and through. He tried to let out a scream but couldn't make a
sound as the stare of the glowing green eyes froze the sound Voidling
from escaping his chest.
The creature leaned forward and with a buzzing voice, said
"Do not fear death. The best part of you will live on."
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Voidling Languages Deep Speech, understands Common but
can't speak
Small aberration, neutral evil
Challenge 1 (200 XP)

Armor Class 12 (Void Carapace) Void Frenzy. If a creature the Voidling can see within 30
Hit Points 14 (3d6 + 3) feet is afflicted with Malefic Visions, the Voidling will
Speed 40 ft. enter a Void Frenzy and will only be able to Move
towards and Attack the afflicted creature. Void Frenzy
ends if there are no creatures afflicted with Malefic
STR DEX CON INT WIS CHA Visions.

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12 (+1) 14 (+2) 12 (+1) 4 (-4) 10 (0) 6 (-2)
Actions
Saving Throws Dex +4 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Skills Stealth +6 creature. Hit 4 (1d4 + 2) necrotic damage. If the
Damage Immunities psychic Voidling is in a Void Frenzy, the damage increases to 7

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Condition Immunities charmed (1d6 + 4) necrotic damage.
Senses darkvision 60ft., passive Perception 10

Voidlurker Adaptive Cloaking. The voidlurker is invisible, until it


Medium aberration, neutral evil takes the attack action. The voidlurker can become
invisible again as an action once per combat.
Armor Class 14 (Void Carapace)
Hit Points 104 (16d8 + 32)
Speed 50 ft.

STR DEX CON


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INT WIS CHA
Ambush. If the attack action is taken while the
voidlurker is invisible, creatures within 15 feet of the
voidlurker must succeed on a DC 16 Wisdom saving
throw or be frightened until the end of the voidlurkers
next turn.
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Taste Their Fear. The voidlurker has advantage on attack
16 (+3) 21 (+5) 14 (+2) 12 (+1) 10 (0) 6 (-2)
rolls against frightened creatures.
Saving Throws Dex +8 Actions
Skills Stealth +8
Damage Immunities psychic Multiattack. The voidlurker makes three attacks with its
Condition Immunities charmed claws.
Senses darkvision 60ft., passive Perception 10 Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Languages Deep Speech, Common
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creature. Hit 14 (2d8 + 5) slashing damage.


Challenge 5 (1,800 XP)

Voidhulk Challenge 4 (1,100 XP)


Large aberration, neutral evil
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Unburrow. If a burrowed voidhulk moves at least 10


feet straight toward a creature and then hits it with a
Armor Class 16 (Thickened Void Carapace) claw attack on the same turn, that target must succeed
Hit Points 93 (11d10 + 33) on a DC 15 Strength saving throw or be knocked prone.
Speed 30 ft., burrow 20 ft. If the target is prone, the voidhulk can make one bite
attack against it as a bonus action.
STR DEX CON INT WIS CHA Actions
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (0) 6 (-2) Multiattack. The voidhulk makes two attacks: one with
its bite and one with its claws.
Saving Throws Str +7, Con +5
Skills Athletics +7 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Immunities psychic creature. Hit 12 (2d6 + 5) necrotic damage.
Condition Immunities charmed Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses blindsight 30 ft., tremorsense 60 ft., passive creature. Hit 14 (2d8 + 5) slashing damage.
Perception 10
Languages Deep Speech

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Magic Items
Magic items are presented in order of rarity. A magic item's
description gives the item's name, its category, its rarity, and
its magical properties.
Forbidden Idol
Wondrous item, uncommon
This idol draws on the ambient energies of the Void. While
holding this idol, you may use an action to cast a 1st level
spell that you know or have prepared without expending a
spell slot. Once used, the idol cannot be used again until the

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next dawn.
Abyssal Mask
Wondrous item, rare (requires attunement)

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While wearing this mask, all enemy creatures within 5 feet of
you have disadvantage on saving throws against spells and
other magical effects, and spell attacks have advantage on
them.
Luden's Echo
Staff, very rare (requires attunement by a bard, cleric, druid,
sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a

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+2 bonus to attack and damage rolls made with it. It also has
the following additional properties.
The staff has 10 charges for the following properties. It
regains 1d6 + 4 expended charges daily at dawn.
Echo. While holding the staff, you can use a bonus action
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to expend 4 charges whenever you cast a spell on a creature
to detonate void energy on it. Immediately after the spell is
cast, the target and all other creatures within 10 feet of it take
3d6 force damage each.
Haste. While holding the staff, you can use a bonus action
to expend 2 charges to cast a Cantrip.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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