16 (natural armor)
585 (30d20 + 270)
0 ft.
Int +17, Wis +15
Insight +15, Percception +15
necrotic, poison
charmed, frightened, paralyzed, poisoned, prone
darkvision 120 ft.
Primordial
30
When any creature that isn't infected by the dark spores starts its turn within a mile of the Undervoid, that creature must succeed on on a DC 20 Constitution saving throw or take 3 (1d6) poison damage from the dark spores.
If the Undervoid fails a saving throw, it can choose to succeed instead.
The Undervoid has advantage on saving throws against spells and other magical effects.
While in sunlight, the Undervoid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The Undervoid makes ten attacks with its tendrils, uses Reel, and makes one attack with its bite.
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 47 (6d12 + 8) piercing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one creature. Hit: 21 (2d12 + 8) piercing damage and the target is Grappled (escape DC 21). Until the grapple ends, the Undervoid can't use the same tendril on another target.
The undervoid pulls each creature grappled by it up to 10 feet towards it.
Up to eight infected dwarves or orcs appear in unoccupied spaces within 60 feet of the Undervoid and remain until destroyed. Infected creatures summoned in this way roll initiative and act in the next available turn.
The Undervoid can send out a burst of dark spores in a 120-foot radius. Any creatures in that area must make a DC 20 Constituion saving throw, taking 52 (15d6) poison damage on a failed save, or half as much on a success.
The Undervoid makes a Wisdom (Perception) check.
The Undervoid attacks with a tendril.
The Undervoid makes a tendril attack. If the attack hits, the target must succeed on a DC 21 Strength saving throw or be pushed back 15 feet from the Undervoid. If the saving throw fails by 4 or more, the target also falls prone.