Runarcana

Part 4 · Monsters & Creatures

Voidling

Voidling
Voidling

Voidling

CategoryMinion
CR1

Voidborn, Small

HP7 (2d6)
AC15
DR1
Proficiency+2
Initiative+2
Attributes
STR: 100
DEX: 14+2
CON: 100
INT: 5-3
WIS: 4-3
CHA: 6-2
Additional
Senses
Darkvision 60 feet. Passive perception 7
Speed
45 feet walking
Skills
Athletics +2, Stealth +1
Languages
Experience
Collective12
Individual4

Saving Throws: Dexterity +4, Constitution +2

Damage resistance: Disruptive damage

Damage immunity: Poison Damage

Vulnerability to damage: Acid damage and Lunar damage

Adaptability. Upon scoring a critical hit, reducing a creature to 0 hit points, or receiving a critical hit, the Voidling gains 1 adaptability counter that can be spent on an Adaptation action.

Adaptation: Promotion. The Voidling can use an action at the start of its turn to change its Role. The Voidling must focus on adapting until the start of its next turn, losing the adaptation if it takes damage, moves, or makes an attack. The number of Adaptability counters and benefits vary depending on the chosen Role.

Promotion — Soldier (10 counters): The Voidling gains 3 (1d6) additional maximum hit points, and its Pincer attacks now deal 1d4 Piercing damage.

Promotion — Soldier (10 counters): The Voidling gains 3 (2d6) additional maximum hit points, and its Pincer attacks now deal 2d4 Piercing damage and 1d2 Disruptive damage. Additionally, the Voidling loses the Disposable feature.

Promotion — Elite (15 counters): The Voidling gains 3 (3d6) additional maximum hit points, and its Pincer attacks now deal 2d6 Piercing damage and 1d4 Disruptive damage. Additionally, the Voidling loses the Disposable feature and becomes able to use 1 Epic Action per turn.

Promotion — Paragon T1 (20 counters): The Voidling gains 3 (4d6) additional maximum hit points, and its Pincer attacks now deal 2d6 Piercing damage and 1d6 Disruptive damage. Additionally, the Voidling loses the Disposable feature, becomes able to use 2 Epic Actions per turn, and has 1/3 of its maximum hit points in Resilience points, being able to spend 1 Resilience point to gain advantage on a saving throw.

Take Cover. Voidlings can burrow into sand, earth, mud, or ice to hide for 1 minute or until someone pulls them out of their hiding place. Voidlings cannot burrow into solid rock.

Disposable. The Voidling takes double damage from spells and effects that deal damage based on failed saving throws, and even if it succeeds on the saving throw, it takes normal damage instead of just half damage.

Pincer. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 1 (1d2) Piercing damage.

Runic Pulse: Onyx Pulse (regeneration 1 at the start of each turn, recovers 1d4 at the end of the round if no damage is taken)